1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

func_lod or func_detail?

  • Dradz
  • January 5, 2007 at 4:47 PM
  • Dradz
    • January 5, 2007 at 4:47 PM
    • #1

    I know that func_detail should be used for any brushwork that is not needed for vis blocking, but what about func_lod?

    The valve wiki sez func_lod is 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 geometery, and one could then argue, shouldn't that better be a model?

    Others have said func_lod should only be used on "a very big structure only" or for all detail-brushwork which isn't visible from afar or can be used as cover.

    So, how do the mapcore experts use func_lod (if at all)?

    Does using it depend whether you are building a SP or MP level?

  • e-freak
    • January 5, 2007 at 5:06 PM
    • #2

    In MP it can have shitty results. For example in DoD_Anzio there's that cafe on the market next to the church and it's mainfront disappears from time to time (depending where you are) - not sure if this is an func_lod or a model but the effect that a soldier proning behind that and gets suddenly visible to a mg-gunner in the axis-house is annoying.

    Though in SP i think it can be usefull as you can control the players behaviour and where he goes.

  • Furyo
    • January 5, 2007 at 5:10 PM
    • #3

    That's a model.

    func_lod isn't used in DoDS, somewhat in CSS (compound) and here and there in HL2.

    The convo started at dod-federation and Dradz wanted to get input from other Source developers.

    As far as I'm concerned, func_lod = func_detail but that can faded in/out and that costs more. I talked about this with the guy that did all the optim on Dark Messiah, and was working with me on the X360 port, and his conclusion was to only use that entity on large structure where the fade gain is higher than the cost. Problem being you can't exactly measure the cost/gain.

  • Dradz
    • January 5, 2007 at 7:38 PM
    • #4

    If it was a large object, couldn't you just make it func_detail and control the fade with fog?

  • Furyo
    • January 5, 2007 at 9:31 PM
    • #5

    fog doesn't fade anything, it hardly blends things visually, that's it. Far z clip is what you're referring to, which in pair with fog, can produce convincing results

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™