Func lod: Difference between revisions
Jump to navigation
Jump to search

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.
Bug:Weapons from
Black Mesa with muzzle dynamic lights causes strange visual bugs when player in End fade radius and out of Start fade radius. Example.
Note:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Note:Using AddOutput this entity can be only changed from solid to nonsolid.
MyGamepedia (talk | contribs) |
MyGamepedia (talk | contribs) No edit summary |
||
Line 6: | Line 6: | ||
{{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.}} | ||
{{bug|hidetested=1|Weapons from {{bms|4}} with muzzle dynamic lights causes strange visual bugs when player in End fade radius and out of Start fade radius. [https://youtu.be/GMBhGNI95as Example].}} | |||
== Keyvalues == | == Keyvalues == | ||
{{Brush rendering note}} | {{Brush rendering note}} |
Revision as of 01:05, 6 January 2025


![]() |
---|
CFunc_LOD |
![]() |
func_lod
is a brush entity available in all Source games.
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.



Keyvalues

- 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
- Disappear Distance (DisappearDist) <integer>
- Distance at which these brushes should start fading out. The finish fading out distance is value from this property +800, you can change it by setting other value for lod_TransitionDist console variable. Since
Left 4 Dead, fading out distance controlled by Max Disappear Distance property.
- Min Disappear Distance (DisappearMinDist) <integer> (in all games since
)
- Distance at which these brushes should start fading out.
- Max Disappear Distance (DisappearMaxDist) <integer> (in all games since
)
- Distance at which these brushes should finish fading out.
- Solid (Solid) <choices>
- Set whether or not these brushes should collide with other entities.
- 0: Solid
- 1: Nonsolid
