This article's documentation is for anything that uses the Source engine. Click here for more information.

func_lod

From Valve Developer Community
Jump to navigation Jump to search
English (en)Translate (Translate)
Class hierarchy
CFunc_LOD
CBaseEntity
func_lod.cpp

func_lod is a brush entity available in all Source 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.

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

Note.pngNote:For Keyvalues and Inputs affecting brush rendering, see Brush entity/Rendering related keyvalues and inputs


Name (targetname) <string>
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 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.