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.
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== Outputs == | == Outputs == | ||
{{O Targetname}} | {{O Targetname}} | ||
==Tutorials about Func_Lod (Russian)== | |||
Lessons created by [https://vk.com/project_source Project-S] | |||
*[https://www.youtube.com/watch?v=VhZNHzQoFNI Func_Lod + Func_Wall] |
Revision as of 04:29, 2 September 2017
Entity description
It is a 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
- 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
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
Outputs
Tutorials about Func_Lod (Russian)
Lessons created by Project-S