Func lod: Difference between revisions
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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.
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.
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
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{{ | {{LanguageBar}} | ||
{{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. | |||
It is a [[ | |||
{{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 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.}} | ||
{{ | |||
Latest revision as of 18:22, 6 May 2025


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CFunc_LOD |
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func_lod
is a brush entity available in all 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.




Keyvalues

- Name (targetname) <string>[ Edit ]
- The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
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_TransitionDist console variable. Since
Left 4 Dead, fading out distance controlled by DisappearMaxDist property.
- Min Disappear Distance (DisappearMinDist) <integer> (in all games since
)
- Distance at which these brushes should start fading out.