Func_lod: Entity Description Brush-built <http://developer.valvesoftware.com/wiki/Entity#Brush_entities>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:*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 geometry, and one could then argue, shouldn't that better be a model<http://developer.valvesoftware.com/wiki/Model> ?
I'd use func_lod on very small detail objects, eg. if you had modeled a bunch of gravel pebbles. Then you'd use func_lod to make it so that they're only rendered up close. The discussion page has this to say: When to Use? Wouldn't this object be useful even for smaller geometry that is visible from a very large distance? I'm curious to know how much, exactly, the additional cost of calculating whether or not it renders is and what the threshold required for using this object typically is. -Corion<http://developer.valvesoftware.com/wiki/User:Corion>23:19, 10 August 2009 (UTC) You could use func_lod with small details in a small area, like brush objects protuding from a wall, which are not essential for gameplay from larger distances. As far as i know, since the point from which fading is calculated is the center of all the brushes in the entity, having a series of brushes in a large area tied to one func_lod will cause nearer brushes to fade out faster than you would like, so you with caution. Solokiller<http://developer.valvesoftware.com/wiki/User:Solokiller>10:51, 11 August 2009 (UTC) I've found that the func lod renders only slightly slower than func_detail, but func_lod counts as a dynamic entity, opposed to a static one like func_detail Hope that helps! Draco18s On Thu, Jun 17, 2010 at 11:34 AM, Benjamin J Dunbar < bdunb...@student.scad.edu> wrote: > Hi, > > I am asking my questions here on the mailing list because I do not have > access to the VDC at this time...it's considered by the US Army to be a > "gaming" site, so they have blocked it on our machines. > > What exactly is func_lod, and do you think I should use it instead of > func_detail? I have a high amount of func_detail in my map and after > looking at Valve's maps I noticed some func_lod where I would have assumed > to use func_detail. Can someone clear up it's purpose and usage for me? > > Also...same map as above...when I compile, I get 85% "waterindices", which > the compiler calls "VERY FULL". But I have no water in my map at all. Can > someone tell me what's up with that? What are "waterindices"? > > Thanks very much guys. > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers