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.
Note:The overhead required by this entity is substantial. Use it only for special effects or when fading very dense geometry, and one could then argue, shouldn't that better be a model?
m (categorise - brushmodel entities) |
m (Robot: fixing template case.) |
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==Inputs== | ==Inputs== | ||
* {{i targetname}} | * {{i targetname}} | ||
*{{ | *{{I RenderFields}} | ||
==Outputs== | ==Outputs== | ||
* {{o targetname}} | * {{o targetname}} |
Revision as of 19:32, 19 January 2009
Template:Wrongtitle Template:Base brush
Entity Description
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


Keyvalues
- <integer> Distance at which these brushes should fade out.
- Solid
- <choices> Set whether or not these brushes should collide with other entities.
Literal Value Description 0 Solid 1 Nonsolid
Inputs
- Template:I targetname
- RenderFields:
- Alpha <integer 0–255>
- Sets the entity's transparency to a number from 0 (invisible) to 255 (fully visible). Requires the entity to have its
rendermode
set to a number other than0
.
- Color <color255 >
- Sets an RGB color for the entity.