Class CMapStaticOverlay
Namespace: ValveResourceFormat.IO.ContentFormats.ValveMap
Assembly: ValveResourceFormat.dll
A decal which uses its own hammer editable mesh to project onto geometry.
[CamelCaseProperties]
public class CMapStaticOverlay : CMapMesh, IDictionary<string, object?>, ICollection<KeyValuePair<string, object?>>, IEnumerable<KeyValuePair<string, object?>>, IDictionary, ICollection, IEnumerable, IEquatable<Element>Inheritance
object ← AttributeList ← Element ← MapNode ← CMapMesh ← CMapStaticOverlay
Implements
IDictionary<string, object?>, ICollection<KeyValuePair<string, object?>>, IEnumerable<KeyValuePair<string, object?>>, IDictionary, ICollection, IEnumerable, IEquatable<Element>
Inherited Members
CMapMesh.CubeMapName, CMapMesh.LightGroup, CMapMesh.VisExclude, CMapMesh.RenderWithDynamic, CMapMesh.DisableHeightDisplacement, CMapMesh.FadeMinDist, CMapMesh.FadeMaxDist, CMapMesh.BakeLighting, CMapMesh.PrecomputeLightProbes, CMapMesh.RenderToCubemaps, CMapMesh.DisableShadows, CMapMesh.SmoothingAngle, CMapMesh.TintColor, CMapMesh.RenderAmount, CMapMesh.PhysicsType, CMapMesh.PhysicsGroup, CMapMesh.PhysicsInteractsAs, CMapMesh.PhysicsInteractWsith, CMapMesh.PhysicsInteractsExclude, CMapMesh.MeshData, CMapMesh.UseAsOccluder, CMapMesh.PhysicsSimplificationOverride, CMapMesh.PhysicsSimplificationError, MapNode.Origin, MapNode.Angles, MapNode.Scales, MapNode.NodeID, MapNode.ReferenceID, MapNode.Children, MapNode.EditorOnly, MapNode.ForceHidden, MapNode.TransformLocked, MapNode.VariableTargetKeys, MapNode.VariableNames, Element.GetPropertyDerivedAttributeList(), Element.Get<T>(string), Element.GetArray<T>(string), Element.Contains(string), Element.ToString(), Element.ContainsKey(string), Element.Equals(Element?), Element.ID, Element.Name, Element.ClassName, Element.Stub, Element.Owner, Element.this[string], AttributeList.Attribute_ChangeLock, AttributeList.Add(string, object?), AttributeList.GetPropertyDerivedAttributeList(), AttributeList.GetOverrideType(string), AttributeList.SetOverrideType(string, AttributeList.OverrideType?), AttributeList.Remove(string), AttributeList.TryGetValue(string, out object?), AttributeList.ContainsKey(string), AttributeList.RemoveAt(int), AttributeList.IndexOf(string), AttributeList.Clear(), AttributeList.GetAllAttributesForSerialization(), AttributeList.GetEnumerator(), AttributeList.OnPropertyChanged(string), AttributeList.OnCollectionChanged(NotifyCollectionChangedEventArgs), AttributeList.Owner, AttributeList.Keys, AttributeList.Values, AttributeList.this[string], AttributeList.this[int], AttributeList.Count, AttributeList.IsFixedSize, AttributeList.IsReadOnly, AttributeList.IsSynchronized, AttributeList.SyncRoot, AttributeList.PropertyChanged, AttributeList.CollectionChanged
Properties
BackFacingAngle
Angle from the projection direction beyond which a face counts as facing away, in degrees.
public float BackFacingAngle { get; set; }Property Value
DisabledInLowQuality
Whether the overlay is left out at low quality settings.
public bool DisabledInLowQuality { get; set; }Property Value
MaterialAdjustmentParamsStruct
Adjustments applied to the decal material.
[DMProperty("MaterialAdjustmentParamsStruct", false)]
public CMapOverlayMaterialAdjustmentParams MaterialAdjustmentParamsStruct { get; }Property Value
CMapOverlayMaterialAdjustmentParams
ProjectOnBackFaces
Whether the overlay also lands on faces turned away from it.
public bool ProjectOnBackFaces { get; set; }Property Value
ProjectionFar
How far from its mesh the overlay projects.
public float ProjectionFar { get; set; }Property Value
ProjectionMode
What the overlay projects onto: everything (0), world geometry (1), models (2) or its
(3).public int ProjectionMode { get; set; }Property Value
ProjectionTargets
Node ids of the nodes the overlay projects onto.
public IntArray ProjectionTargets { get; }Property Value
IntArray
RenderOrder
Order the overlay is drawn in where overlays stack, higher on top.
public int RenderOrder { get; set; }Property Value
UseBaseNormals
Whether the overlay shades with the normals of the surface under it rather than its own.
public bool UseBaseNormals { get; set; }
