This article's documentation is for the "GoldSrc" engine. Click here for more information.
This article's documentation is for anything that uses the Source engine. Click here for more information.

World brush: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
Tags: Manual revert Reverted
(Rewrite Template:Lang to Template:LanguageBar. This action was performed by a bot.)
 
(3 intermediate revisions by one other user not shown)
Line 1: Line 1:
{{LanguageBar|World brush|title=世界笔刷}}
{{LanguageBar|World brush}}{{goldsource topicon}}{{source topicon}}[[Category:Glossary]][[Category:Level Design]]
{{lang|World brush}}
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}}).
{{goldsource topicon}}
{{source topicon}}  
{{ACategory|Glossary|术语表}}
{{ACategory|Level Design|关卡设计}}


'''世界笔刷'''是指未被绑定到任何{{L|entity|实体}}的{{L|brush|笔刷}}。除非{{L|material|材质}}另有指定,世界笔刷默认具有以下特性:
{{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>
- 对所有对象具有碰撞
{{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}}.}}
- 阻挡{{L|line of sight|视线}}
== See also ==
- 投射{{L|lightmap|光照贴图}}阴影
* [[Basic Construction|Brush Creation]]
- 切割{{L|Visleaf|可视分区}}
* [[Level Design Overview|Introduction to Editing]]
- 影响{{L|Visibility optimization|可见性优化}}
- {{L|Leak|密封地图}}
 
新建世界笔刷可使用{{hammer block}}工具。若要将{{L|brush entity|笔刷实体}}转为世界笔刷,选中后执行:
''工具 > 移至世界''(或按{{key|Ctrl|Shift|W}})
 
{{modernConfusion|
绑定到{{ent|func_detail}}{{ent|func_group}}的笔刷在技术上仍属于世界笔刷(编译后会加入{{ent|worldspawn}})。编译器通过这些实体识别特殊处理方式(如跳过func_detail的VIS计算)。<br>
{{ent|func_ladder}}{{GoldSrc|2}}中是普通笔刷实体,但在{{Source|2}}{{l4d}}前版本中会被转换为世界笔刷。
}}
 
== 相关条目 ==
* {{L|Basic Construction|基础构造}}(笔刷创建)
* {{L|Level Design Overview|关卡设计概述}}(编辑入门)

Latest revision as of 17:43, 18 July 2025

English (en)Deutsch (de)Español (es)日本語 (ja)Português (pt)Русский (ru)中文 (zh)Translate (Translate)

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