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Water lod control: Difference between revisions

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(Undo revision 374346 by Thunder4ik (talk))
Tag: Undo
(hammer units are not inches, stop saying theyre inches, there is not 16 inches in a foot, there is 12.)
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{{clr}}
{{clr}}
== 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 inches.}}
{{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 inches.}}
{{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 ==

Revision as of 20:42, 5 March 2024

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C++ Class hierarchy
CWaterLODControl
CBaseEntity
C++ WaterLODControl.cpp
Waterlodcontrol.png

water_lod_control is an e0 available in all Source 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.

Template:Map properties

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 <floatRedirectInput/float>
Set the distance that water starts transitioning to cheap water.
SetCheapWaterEndDistance <floatRedirectInput/float>
Set the distance that water finishes transitioning to cheap water.

Caveats

Icon-Bug.pngBug: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.  [todo tested in ?]

To re-enable you will need to modify code in CViewRender::DetermineWaterRenderInfo(...) on line 2228, replace it with:

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;

See also