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Func lod: Difference between revisions

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{{Brush rendering note}}
{{Brush rendering note}}
{{KV Targetname}}
{{KV Targetname}}
{{KV|Disappear Distance|intn=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 {{command|lod_TransitionDist}} console variable. Since {{l4d|4}}, fading out distance controlled by {{code|Max Disappear Distance}} property.}}
{{KV|Disappear Distance|intn=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 {{command|lod_TransitionDist}} console variable. Since {{l4d|4}}, fading out distance controlled by {{code|DisappearMaxDist}} property.}}
{{KV|Min Disappear Distance|intn=DisappearMinDist|integer|Distance at which these brushes should start fading out.|since={{l4d}}}}
{{KV|Min Disappear Distance|intn=DisappearMinDist|integer|Distance at which these brushes should start fading out.|since={{l4d}}}}
{{KV|Max Disappear Distance|intn=DisappearMaxDist|integer|Distance at which these brushes should finish fading out.|since={{l4d}}}}
{{KV|Max Disappear Distance|intn=DisappearMaxDist|integer|Distance at which these brushes should finish fading out.|since={{l4d}}}}

Revision as of 12:24, 3 March 2025

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C++ Class hierarchy
CFunc_LOD
CBaseEntity
C++ func_lod.cpp

func_lod is a brush entity available in all Source Source games.

It is a bmodel 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.pngNote: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.
Icon-Bug.pngBug:Weapons from Black Mesa Black Mesa with muzzle dynamic lights causes strange visual bugs when player in End fade radius and out of Start fade radius. Example.

Keyvalues

Note.pngNote:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
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 Left 4 Dead, fading out distance controlled by DisappearMaxDist property.
Min Disappear Distance (DisappearMinDist) <integer> (in all games since Left 4 Dead)
Distance at which these brushes should start fading out.
Max Disappear Distance (DisappearMaxDist) <integer> (in all games since Left 4 Dead)
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
Note.pngNote:Using AddOutput this entity can be only changed from solid to nonsolid.