Talk:Func detail: Difference between revisions
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:Make sure you are selecting [[Hammer Selection Modes Toolbar|groups or objects]], not solids. --[[user:TomEdwards|TomEdwards]] 12:19, 24 Nov 2008 (PST) | :Make sure you are selecting [[Hammer Selection Modes Toolbar|groups or objects]], not solids. --[[user:TomEdwards|TomEdwards]] 12:19, 24 Nov 2008 (PST) | ||
::To world, isn't it? [[User:MLSTRM|MLSTRM]] 19:59, 9 September 2009 (UTC) | ::To world, isn't it? [[User:MLSTRM|MLSTRM]] 19:59, 9 September 2009 (UTC) | ||
:::I know it's 4 years late, but if you want to keep your func_detail and still edit all individual parts of it, use the ignore groups option and you should be fine :) --[[User:JorisCeoen|JorisCeoen]] 05:47, 19 August 2012 (PDT) | |||
How many detail brushes would be considered too much to use in a single map. [[User:Cubedude|Cubedude]] 12:48, 7 Mar 2006 (PST) | How many detail brushes would be considered too much to use in a single map. [[User:Cubedude|Cubedude]] 12:48, 7 Mar 2006 (PST) | ||
:That depends on how you place them. Func_details does avoid cutting up visleaves, increasing performance, but if misused for larger things like walls, it also makes the area visible larger, decreasing performance. Many maps has a lot of func_details, but just make sure that you only use func_details for small or complicated brushwork. --[[User:Andreasen|Andreasen]] 12:59, 7 Mar 2006 (PST) | :That depends on how you place them. Func_details does avoid cutting up visleaves, increasing performance, but if misused for larger things like walls, it also makes the area visible larger, decreasing performance. Many maps has a lot of func_details, but just make sure that you only use func_details for small or complicated brushwork. --[[User:Andreasen|Andreasen]] 12:59, 7 Mar 2006 (PST) | ||
== Invisible (tool) and other transparent brushes? == | |||
Do I have to func_detail 'invisible' brushes and others that do not visibly show on the game? [[User:Mattshu|Mattshu]] 09:01, 25 December 2010 (UTC) | |||
== Do the dxlevel KVs even do anything? == | |||
Func_detail is converted to regular brushes, so the entity KVs aren't kept in the entity lump, and afaik, brushes don't have KVs to say not to render them, so I really doubt the dxlevel KVs work on func_detail.<br/>— [[User:SirYodaJedi|SirYodaJedi]] ([[User_talk:SirYodaJedi|talk]]) 09:08, 30 August 2024 (PDT) | |||
:Entity not being in entity lump doesn't mean the KVs can't affect stuff. Map compiler may still read the func_detail's KVs and apply appropriate flags or whatever for the brushes when compiling the map. Though whether dx level was being used here at any point I don't know --[[User:Nescius|Nescius]] ([[User talk:Nescius|talk]]) 10:33, 30 August 2024 (PDT) | |||
::Worded the second half oddly; what I meant is that [[BSP_(Source)#Brush_and_brushside|the compiled brush]] doesn't have an equivalent of those KVs, so unless it's being written somewhere else, I don't think it works. Looking at the VBSP source code, it is at least being parsed, but I'm not sure if it's being written.<br/>— [[User:SirYodaJedi|SirYodaJedi]] ([[User_talk:SirYodaJedi|talk]]) 18:23, 30 August 2024 (PDT) |
Latest revision as of 18:24, 30 August 2024
Is there any way to revert a grouped func_detail back into simple, ungrouped brush objects? I have a complex shape that is such an object and I need to fix a small problem with it. For some reason, Hammer refuses to revert them back. Glitschen 8:48, 24 Nov 2008 (PST)
- Make sure you are selecting groups or objects, not solids. --TomEdwards 12:19, 24 Nov 2008 (PST)
- To world, isn't it? MLSTRM 19:59, 9 September 2009 (UTC)
- I know it's 4 years late, but if you want to keep your func_detail and still edit all individual parts of it, use the ignore groups option and you should be fine :) --JorisCeoen 05:47, 19 August 2012 (PDT)
- To world, isn't it? MLSTRM 19:59, 9 September 2009 (UTC)
How many detail brushes would be considered too much to use in a single map. Cubedude 12:48, 7 Mar 2006 (PST)
- That depends on how you place them. Func_details does avoid cutting up visleaves, increasing performance, but if misused for larger things like walls, it also makes the area visible larger, decreasing performance. Many maps has a lot of func_details, but just make sure that you only use func_details for small or complicated brushwork. --Andreasen 12:59, 7 Mar 2006 (PST)
Invisible (tool) and other transparent brushes?
Do I have to func_detail 'invisible' brushes and others that do not visibly show on the game? Mattshu 09:01, 25 December 2010 (UTC)
Do the dxlevel KVs even do anything?
Func_detail is converted to regular brushes, so the entity KVs aren't kept in the entity lump, and afaik, brushes don't have KVs to say not to render them, so I really doubt the dxlevel KVs work on func_detail.
— SirYodaJedi (talk) 09:08, 30 August 2024 (PDT)
- Entity not being in entity lump doesn't mean the KVs can't affect stuff. Map compiler may still read the func_detail's KVs and apply appropriate flags or whatever for the brushes when compiling the map. Though whether dx level was being used here at any point I don't know --Nescius (talk) 10:33, 30 August 2024 (PDT)
- Worded the second half oddly; what I meant is that the compiled brush doesn't have an equivalent of those KVs, so unless it's being written somewhere else, I don't think it works. Looking at the VBSP source code, it is at least being parsed, but I'm not sure if it's being written.
— SirYodaJedi (talk) 18:23, 30 August 2024 (PDT)
- Worded the second half oddly; what I meant is that the compiled brush doesn't have an equivalent of those KVs, so unless it's being written somewhere else, I don't think it works. Looking at the VBSP source code, it is at least being parsed, but I'm not sure if it's being written.