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 Note:The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because of a hardware issues with rendering translucent materials. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a larger object with the same fade distance.
Note:The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because of a hardware issues with rendering translucent materials. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a larger object with the same fade distance.
 Bug:Weapons from
Bug:Weapons from  Black Mesa with muzzle dynamic lights causes strange visual bugs when player in End fade radius and out of Start fade radius. Example.
 Black Mesa with muzzle dynamic lights causes strange visual bugs when player in End fade radius and out of Start fade radius. Example.
 Important:As this entity still counts as an edict, overuse of this entity can be more expensive than simply using func_detail. If the fade-out is necessary, consider converting the geometry to a MDL and using prop_static instead.
Important:As this entity still counts as an edict, overuse of this entity can be more expensive than simply using func_detail. If the fade-out is necessary, consider converting the geometry to a MDL and using prop_static instead.
 Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
		
	
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| {{ | {{CD|CFunc_LOD|file1=func_lod.cpp}} | ||
| {{this is a|brush entity|name=func_lod}} | |||
| It is a [[bmodel]] that fades out over a specified distance. Useful for creating world details that don't need to be drawn far away, for performance reasons. | |||
| [[ | |||
| {{Note|The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because of a hardware issues with rendering translucent materials. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a larger object with the same fade distance.}} | {{Note|The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because of a hardware issues with rendering translucent materials. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a larger object with the same fade distance.}} | ||
| {{bug|hidetested=1|Weapons from {{bms|4}} with muzzle dynamic lights causes strange visual bugs when player in End fade radius and out of Start fade radius. [https://youtu.be/GMBhGNI95as Example].}} | |||
| {{ | {{important|As this entity still counts as an [[edict]], overuse of this entity can be ''more'' [[expensive]] than simply using {{ent|func_detail}}. If the fade-out is necessary, consider [[Propper++|converting the geometry to a MDL]] and using {{ent|prop_static}} instead.}} | ||
| == Keyvalues == | |||
| ==Keyvalues== | {{Brush rendering note}} | ||
| {{KV Targetname}} | |||
| {{KV|Disappear Distance|intn=DisappearDist|integer|Distance at which these brushes should start fading out. The finish fading out distance is value from this property +800, you can change it by setting other value for {{command|lod_TransitionDist}} console variable. Since {{l4d|4}}, fading out distance controlled by {{code|DisappearMaxDist}} property.}} | |||
| {{KV|Min Disappear Distance|intn=DisappearMinDist|integer|Distance at which these brushes should start fading out.|since={{l4d}}}} | |||
| {{KV|Max Disappear Distance|intn=DisappearMaxDist|integer|Distance at which these brushes should finish fading out.|since={{l4d}}}} | |||
| {{KV|Non-solid|intn=Solid|boolean|Set whether or not these brushes should collide with other entities.}} | |||
| :{{note|When using [[AddOutput]], this entity can be only changed from solid to nonsolid, not vice versa.}} | |||
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Latest revision as of 18:22, 6 May 2025

 
|  Class hierarchy | 
|---|
| CFunc_LOD | 
|  func_lod.cpp | 
func_lod  is a   brush entity  available in all  Source games.
 Source games.
It is a bmodel that fades out over a specified distance. Useful for creating world details that don't need to be drawn far away, for performance reasons.
 Note:The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because of a hardware issues with rendering translucent materials. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a larger object with the same fade distance.
Note:The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because of a hardware issues with rendering translucent materials. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a larger object with the same fade distance. Bug:Weapons from
Bug:Weapons from  Black Mesa with muzzle dynamic lights causes strange visual bugs when player in End fade radius and out of Start fade radius. Example.
 Black Mesa with muzzle dynamic lights causes strange visual bugs when player in End fade radius and out of Start fade radius. Example. Important:As this entity still counts as an edict, overuse of this entity can be more expensive than simply using func_detail. If the fade-out is necessary, consider converting the geometry to a MDL and using prop_static instead.
Important:As this entity still counts as an edict, overuse of this entity can be more expensive than simply using func_detail. If the fade-out is necessary, consider converting the geometry to a MDL and using prop_static instead.Keyvalues
 Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentnameortarget).
 Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
- Disappear Distance (DisappearDist) <integer>
- Distance at which these brushes should start fading out. The finish fading out distance is value from this property +800, you can change it by setting other value for lod_TransitionDistconsole variable. Since Left 4 Dead, fading out distance controlled by Left 4 Dead, fading out distance controlled byDisappearMaxDistproperty.
- Min Disappear Distance (DisappearMinDist)  <integer> (in all games since  ) )
- Distance at which these brushes should start fading out.
























