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World brush: Difference between revisions

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A '''World brush''' is a [[brush]] that has not been tied to an [[entity]]. To turn a [[brush entity]] into a world brush, select it, and choose ''Tools > Move to World''.
{{LanguageBar|World brush}}{{goldsource topicon}}{{source topicon}}[[Category:Glossary]][[Category:Level Design]]
A '''world brush''' is a [[brush]] that has not been tied to an [[entity]]. Unless specified otherwise by a [[material]], world brushes are solid to everything, block [[line of sight]], cast [[lightmap]] shadows, cut [[Visleaf|visleaves]], obstruct [[Visibility optimization|visibility]], and [[Leak|seal the map]]. New world brushes are created with the {{hammer block}}. To turn a [[brush entity]] into a world brush, select it, then choose ''Tools > Move to World'' (or press {{key|Ctrl|Shift|W}}).


{{modernConfusion|Brushes tied to {{ent|func_detail}} and {{ent|func_group}} are technically still world brushes, as they are added to {{ent|worldspawn}} in the compiled BSP. These are used by the compiler to know how to handle specific world brushes (such as skipping VIS for all func_detail brushes).<br>
{{ent|func_ladder}} is a regular brush entity in {{GoldSrc|2}}, but is converted to a world brush in pre-{{l4d}} versions of {{Source|2}}.}}
== See also ==
== See also ==
* [[Introduction to Editing]]
* [[Basic Construction|Brush Creation]]
 
* [[Level Design Overview|Introduction to Editing]]
[[Category:Glossary]]
[[Category:Level_Design]]

Latest revision as of 17:43, 18 July 2025

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A world brush is a brush that has not been tied to an entity. Unless specified otherwise by a material, world brushes are solid to everything, block line of sight, cast lightmap shadows, cut visleaves, obstruct visibility, and seal the map. New world brushes are created with the Block tool Hammer block.png. To turn a brush entity into a world brush, select it, then choose Tools > Move to World (or press Ctrl+ Shift+W).

Warning.pngRisk of Confusion:Brushes tied to func_detail and func_group are technically still world brushes, as they are added to worldspawn in the compiled BSP. These are used by the compiler to know how to handle specific world brushes (such as skipping VIS for all func_detail brushes).
func_ladder is a regular brush entity in GoldSrc GoldSrc, but is converted to a world brush in pre-Left 4 Dead versions of Source Source.

See also