Func lod: Difference between revisions

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{{wrongtitle|title=func_lod}}
{{wrongtitle|title=func_lod}}
{{base_brush}}


==Entity Description==
==Entity Description==
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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.}}
{{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 overhead required by this entity is substantial. Use it only for special effects or when fading very dense geometery, and one could then argue, shouldn't that better be a model?}}
{{Note|The overhead required by this entity is substantial. Use it only for special effects or when fading very dense geometry, and one could then argue, shouldn't that better be a [[model]]?}}


==Keyvalues==
==Keyvalues==
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==Outputs==
==Outputs==
* {{o targetname}}
* {{o targetname}}
[[Category:Entities]][[Category:Brush Entities]]

Revision as of 11:40, 12 April 2008

Template:Wrongtitle Template:Base brush

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.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.
Note.pngNote:The overhead required by this entity is substantial. Use it only for special effects or when fading very dense geometry, and one could then argue, shouldn't that better be a model?

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

Inputs

Outputs