Func lod

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Revision as of 00:41, 13 November 2022 by Nescius (talk | contribs) (-added class hierarchy, cleanup)
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C++ Class hierarchy
CFunc_LOD
CBaseEntity
C++ func_lod.cpp

Template:Base brush

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. Template:Brushmodel

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.

Keyvalues

Disappear Distance (DisappearDist) <integer>
Distance at which these brushes should fade out. Acts as "Min Disappear Distance" (and +800 as max distance) in L4D and newer games.
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.
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