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(→Entity Description: more info on fading peculiarities) |
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==Keyvalues== | ==Keyvalues== | ||
* {{kv targetname}} | * {{kv targetname}} | ||
* {{kv renderfields}} | * {{kv renderfields}} | ||
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==Inputs== | ==Inputs== | ||
* {{i targetname}} | * {{i targetname}} | ||
*{{i renderfields}} | *{{i renderfields}} | ||
==Outputs== | ==Outputs== | ||
* {{o targetname}} | * {{o targetname}} | ||
[[Category:Entities]] | [[Category:Entities]][[Category:Brush Entities]] |
Revision as of 00:31, 21 February 2006
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.
Note: The fading is not always consistent; brushes may suddenly "pop" into view depending on where the player is looking. This happens because translucency rendering isn't 100% mastered by Valve yet. Low-end cards will fade nearer than the distance specified, and smaller objects fade nearer than a similarly-set larger object.
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