Func lod: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(Overhead is not substantial ~ check talk)
(Cleanup)
Line 1: Line 1:
{{wrongtitle|title=func_lod}}
{{base brush|func_lod}} It is an [[Entity#Brush_entities|brush-built]] model that fades out over a specified distance. Useful for creating world detail that doesn't need to be drawn far away, for performance reasons.
{{base_brush}}
 
==Entity Description==
[[Entity#Brush_entities|Brush-built]] model that fades out over a specified distance. Useful for creating world detail that doesn't need to be drawn far away, for performance reasons.
{{brushmodel}}
{{brushmodel}}


{{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.}}


==Keyvalues==
== Keyvalues ==
* {{KV Targetname}}
{{KV|Disappear Distance|integer|Distance at which these brushes should fade out.}}
* {{KV RenderFields}}
{{KV|Solid|choices|Set whether or not these brushes should collide with other entities.}}
* {{KV Minlight}}
:* 0 : Solid
* '''DisappearDist'''
:* 1 : Nonsolid
: <integer> Distance at which these brushes should fade out.
{{KV Targetname}}
* '''Solid'''
: <choices> Set whether or not these brushes should collide with other entities.
:{| class=standard-table
! Literal Value || Description
|-
| 0 || Solid
|-
| 1 || Nonsolid
|}


==Inputs==
== Inputs ==
* {{I Targetname}}
{{I Targetname}}
*{{I RenderFields}}


==Outputs==
== Outputs ==
* {{O Targetname}}
{{O Targetname}}

Revision as of 08:06, 24 July 2011

Template:Base brush It is an brush-built model that fades out over a specified distance. Useful for creating world detail that doesn't need to be drawn far away, for performance reasons. Template:Brushmodel

Note.pngNote: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.

Keyvalues

Disappear Distance ([todo internal name (i)]) <integer>
Distance at which these brushes should fade out.
Solid ([todo internal name (i)]) <choices>
Set whether or not these brushes should collide with other entities.
  • 0 : Solid
  • 1 : Nonsolid
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

Outputs