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The env_fade entity, when triggered, gradually covers the screen with a single-colour overlay. Typically used for fading a scene in or out.
Attributes
Name (targetname) - Name is a general attribute used to identify entities.
Duration (seconds) (duration) - Sets how long the overlay should take to fade into its full effect.
Hold Fade (seconds) (holdtime) - Sets how long the overlay should stay on the screen at its full effect before turning itself off.
Fade Alpha (renderamt) - The maximum alpha value (opacity) of the overlay. Scales from 0 (transparent) to 255 (opaque).
Fade Color (R G B) (rendercolor) - Sets the color of the overlay.
Flags
Fade From (1) - If enabled, the overlay starts at the maximum alpha value and goes in reverse. (Essentially changes it from a fade out to a fade in.)
Modulate (2) - If enabled, the env_fade will use an alternative rendering mode for the overlay. Multiplies the color of the overlay against the game scene. (Essentially recolours the scene rather than covering it with a solid colour.)
Activator Only (4) - If enabled, the fade will only affect the player who activated it.
Notes
If Duration is set to 0, the env_fade will not do anything. If you require a sudden overlay, set Duration to a very small amount such as 0.1.
-- flag info: Rather than fully colouring up the entire screen, it acts as a layer of the chosen colour and FX, For example, if you make the FX 255, the colour red and tick the modulate flag, Your entire screen will be covered in red but you will still freely see, it will look as if your ordinary yellow light bulbs suddenly turn red.
-- flag info: Rather than fully colouring up the entire screen, it acts as a layer of the chosen colour and FX, For example, if you make the FX 255, the colour red and tick the modulate flag, Your entire screen will be covered in red but you will still freely see, it will look as if your ordinary yellow light bulbs suddenly turn red.
Source: http://zyl.pestermom.com/external/entguide/entities/env_fade.html.