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.
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.
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{{this is a|brush entity|name=func_lod}} | {{this is a|brush entity|name=func_lod}} | ||
It is a [[bmodel]] that fades out over a specified distance. Useful for creating world | It is a [[bmodel]] that fades out over a specified distance. Useful for creating world details that don'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 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.}} |
Revision as of 12:32, 3 March 2025


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CFunc_LOD |
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func_lod
is a brush entity available in all Source games.
It is a bmodel that fades out over a specified distance. Useful for creating world details that don'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 DisappearMaxDist 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.
- Non-solid (Solid) <boolean>
- Set whether or not these brushes should collide with other entities.
