Water lod control: Difference between revisions
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Note:The properties of this entity apply to the whole map. Multiple instances of this entity within a map may cause errors.
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(its position in the world irrelevant so it's logical entity) |
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{{ | {{LanguageBar}}__NOTOC__ | ||
{{ | {{CD|CWaterLODControl|file1=WaterLODControl.cpp}} | ||
== | {{this is a|logical entity|name=water_lod_control|sprite=Waterlodcontrol.png}} It is used to control the [[LOD]] behavior of any water in the map. If your map has water, this entity is required. [[VBSP]] will add one in if it's missing. | ||
{{Map properties note}} | |||
{{CD|C_WaterLODControl|base=C_BaseEntity|client=1|file1=1}} | |||
{{ | |||
== Keyvalues == | == Keyvalues == | ||
{{KV|Start Transition to Cheap Water|intn=cheapwaterstartdistance|float|This is the distance from the camera that water will start transitioning to cheap water, in hammer units.}} | |||
{{KV|End Transition to Cheap Water|intn=cheapwaterenddistance|float|This is the distance from the camera that water will finish transitioning to cheap water, in hammer units.}} | |||
== Inputs == | == Inputs == | ||
{{I|SetCheapWaterStartDistance|Set the distance that water starts transitioning to cheap water.|param=float}} | |||
{{I|SetCheapWaterEndDistance|Set the distance that water finishes transitioning to cheap water.|param=float}} | |||
{{expand|title={{elaborate}}| | |||
== Caveats == | |||
{{bug|The water_lod_controller was disabled late in development. Any water with reflections enabled are always rendered expensively or with bForceExpensive always set to true.}} | |||
To re-enable you will need to modify code in <code>CViewRender::DetermineWaterRenderInfo(...)</code> on line 2228, replace it with: | |||
<source lang=cpp>if( !r_WaterDrawReflection.GetBool() )</source> | |||
Also replace line 2256 with: | |||
<source lang=cpp>if ( (fogVolumeInfo.m_flDistanceToWater >= m_flCheapWaterEndDistance) || bForceCheap )</source> | |||
You may also change line 2212 with brute force code. All the materials in this example were returning bForceExpensive true regardless of settings: | |||
<source lang=cpp>bForceExpensive = false;</source> | |||
}} | |||
== See also == | |||
* [[Adding Water]] | |||
[[Category:Water]] | |||
Latest revision as of 08:13, 29 April 2025


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CWaterLODControl |
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water_lod_control
is a logical entity available in all Source games. It is used to control the LOD behavior of any water in the map. If your map has water, this entity is required. VBSP will add one in if it's missing.

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C_WaterLODControl |
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Keyvalues
- Start Transition to Cheap Water (cheapwaterstartdistance) <float>
- This is the distance from the camera that water will start transitioning to cheap water, in hammer units.
- End Transition to Cheap Water (cheapwaterenddistance) <float>
- This is the distance from the camera that water will finish transitioning to cheap water, in hammer units.
Inputs
- SetCheapWaterStartDistance <float >
- Set the distance that water starts transitioning to cheap water.
- SetCheapWaterEndDistance <float >
- Set the distance that water finishes transitioning to cheap water.
Caveats![]() To re-enable you will need to modify code in if( !r_WaterDrawReflection.GetBool() )
Also replace line 2256 with: if ( (fogVolumeInfo.m_flDistanceToWater >= m_flCheapWaterEndDistance) || bForceCheap )
You may also change line 2212 with brute force code. All the materials in this example were returning bForceExpensive true regardless of settings: bForceExpensive = false;
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