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.
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