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| | {{LanguageBar}} |
| {{wrongtitle|title=func_detail}}
| | {{TabsBar|main=gs|base=func_detail}} |
| | {{toc-right}} |
| | {{This is a|brush entity|internal=1|name=func_detail}} It is not an actual brush entity, but rather moves all contained brushes to {{ent|worldspawn}} and flags them as {{codelink|CONTENTS_DETAIL}}, resulting in them not affecting [[visibility]] or [[chop]]ping non-detail brushes. All brushwork that does not form the 'backbone' of the world (and that is not tied to a real entity) should be detail, with the exception of translucent glass (which suffers from [[$translucent#Flickering and Reversed Depth|alpha sorting issues]] when not "structural"). |
|
| |
|
| '''func_detail''' is an [[Internal entity|internal]] [[brush entity]] that does not affect visibility or cause other brushes to be sliced - in other words that does not affect the structure of the rest of the map. It should be used on all brushwork that does not form the 'backbone' of a map (and that is not already tied to an entity).
| | Valve provides an example map at {{file|sourcesdk_content\hl2\mapsrc\sdk_func_detail|vmf}}. You can also load up the HL2 map sources and hide detail brushes with their auto [[visgroup]] to see where Valve used them. |
|
| |
|
| [[Image:World-vs-detail.png|frame|center|A world brush (left) and a detail brush. The blue lines are [[visleaf]] boundaries, where the world has been chopped up, leading to longer compile times and lower performance.]]
| | {{tip|Alternatively, use the [[console variable]] {{cmd|r_drawfuncdetail|0}} to hide detail brushes in any map while it is running.}} |
|
| |
|
| Valve provide an example map at <code>sourcesdk_content\hl2\mapsrc\sdk_func_detail.vmf</code>. You can also load up the HL2 map sources and hide detail brushes with their auto [[visgroup]] to see where Valve used them.
| | World brushes using {{cmd|%CompileDetail}} materials will always be treated as if they were tied to func_detail. |
| | |
| | Separating func_details is purely for editor convenience; 5 brushes in one func_detail will act the same as 5 func_details with one brush each. |
| | |
| | [[CONTENTS_WATER|Water]] and [[CONTENTS_SLIME|Slime]] brushes cannot be detail. [[VBSP]] automatically removes detail contents from [[liquid materials|liquids]], and modifying VBSP to remove this quirk results in the liquids being invisible in-game (although still swimmable). |
| | |
| | == Effects == |
| | |
| | The point of creating a detail brush entity is to avoid creating an unnecessary number of [[visleaf|visleaves]] for a mere detail of the map, hence the name of the entity. VBSP will allow visleaves to overlay details, and thus minimize visleaves and compile time. |
| | |
| | [[File:World-vs-detail.png|border|center]] |
| | |
| | Above are a world brush (left cylinder) and a detail brush (right cylinder). The blue lines are visleaf boundaries. The world brush has chopped the map into nine oddly-shaped segments, leading to longer compile times and marginally lower performance, while the detail brush has not changed anything. |
|
| |
|
| == Caveats == | | == Caveats == |
|
| |
|
| *Detail brushes cannot be used to [[seal]] a map. | | * Detail brushes cannot be used to [[seal]] a map, or areaportal areas. |
| *Because detail brushes do not [[chop]] world brushes, light can seep underneath them if the other surface's [[lightmap]] scale is larger than the detail brush is wide/tall. If you encounter this, manually slice the underlying brush in two (with {{key|Shift+X}}). | | * Because detail brushes do not [[chop]] world brushes, light can seep underneath them if the other surface's [[lightmap]] scale is larger than the detail brush is wide/tall. If you encounter this, manually slice the underlying brush in multiple parts (with {{key|Shift|X}}), and texture underneath with [[nodraw]]. |
| **This effect can cause detail brushes with lots of surface contact to become inefficient, because the surface beneath them is being rendered too! | | ** This effect can cause detail brushes with lots of surface contact to become inefficient, because the surface beneath them is being rendered too! Structural faces which are completely obscured by func_detail should be textured with [[nodraw]]. |
| **Detail brushes ''do'' chop ''each other'', however. | | ** Detail brushes ''do'' chop ''each other'', however. Vanilla [[VBSP]] does not support detail levels as seen in {{gldsrc}} [[HLBSP]], so all detail brushes will chop each over with no bias. |
| *Surfaces on very thin (about 2 units thick) detail brushes have been known to disappear at certain distances. As a workaround, use [[func_brush]] instead. | | :: {{tip|[https://github.com/DeathByNukes/source-sdk-2013 DeathByNuke's fork] of [[VBSP]] has {{cmd|%CompileChopLow}}, {{cmd|%CompileChopHigh}}, and {{cmd|%CompileChopAll}} [[material map compile flags]] which give some control over what chops what.}} |
| *Brushes with translucent materials applied, or which are [[displacement]]s, will be treated as detail. | | * Surfaces on very thin (about 2 units thick) detail brushes have been known to disappear at certain distances. As a workaround, use [[func_brush]] instead. |
| | * World brushes with [[$translucent|translucent]] and/or [[$alphatest|transparent]] materials applied, or which are [[displacement]]s, do not affect [[VIS]], and cannot seal areas. |
| | **World brushes w/ translucent material will still chop leaves. This is because they use [[BSP tree]] to assist in alpha sorting (like in {{quake2|2}}) unlike detail brushes, displacements, and entities. |
| | * Detail brushes will, in some cases, merge faces with other detail brushes, and on occasion, world brushes, which can cause them to create leaves. |
| | * Under normal conditions, any time a detail brush contacts a world brush, [[VBSP]] will note the junction and optimize it. This connection is known alternately as a T-junction and a water index, and there is a limit to the number of T-Junctions VBSP will attempt to fix (65,535). Excessive use of detail brushes in contact with world geometry could cause VBSP to abort compilation with an error. Using the <code>-notjunc</code> option will skip this optimization at the price of possible visual inconsistencies. |
| | :{{note|Water, for unknown reasons, causes the t-junction count to skyrocket. Removing/reshaping bodies of water can overcome this.}} |
|
| |
|
| == Good candidates == | | == Good candidates == |
|
| |
|
| [[Image:C17plaza-worldbrush.jpg|350px|thumb|right|There's not much left of [[:Image:City17 terminalsquare.jpg|City 17's rail station plaza]] once we remove detail brushes. Valve have missed a few world brushes as well...]] | | [[File:C17plaza-worldbrush.jpg|350px|thumb|right|There's not much left of [[:Image:City17 terminalsquare.jpg|City 17 Trainstation Plaza]] once we remove detail brushes (as well as entities and props). Valve has missed a few world brushes as well...]] |
| | |
| *Pillars, plinths and supports
| |
| *Free-standing walls
| |
| *Suspended walkways
| |
| *Stairs (create a smooth wedge-shaped brush underneath)
| |
| *Small buildings
| |
| *Rotated brushes
| |
| *Very small or thin brushes
| |
|
| |
|
| == See also ==
| | Any brush which doesn't significantly block the player's view should probably be detail. Specific examples include: |
| (These duping pages should really be merged into this one.)
| |
|
| |
|
| *[[Controlling_Geometry_Visibility_and_Compile_Times#Detail_brushes|Controlling Geometry Visibility and Compile Times - Detail brushes]] | | * Pillars, plinths and supports |
| * See also [[BSP Map Optimization#Detail Brushes|BSP Map Optimization - Detail Brushes]] | | * Free-standing walls |
| * See also [[Optimization %28Geometry%29#Detail brushes|Optimization (Geometry) - Detail brushes]] | | * Suspended walkways |
| | * Steps (create a smooth wedge-shaped world brush underneath) |
| | * Small buildings |
| | * Rotated brushes |
| | * Very small or thin brushes |
| | {{cls}} |
|
| |
|
| == Keyvalues == | | == Keyvalues == |
| (You'll probably never need to change these.) | | {{KV DXLevelChoice}} |
| | {{KV Targetname null|hammer only=y}} |
| | {{KV|Origin|intn=origin|origin|nofgd=1|Offset the geometry by this amount in the compiled BSP. (Used for instances; should not be used directly)}} |
| | :{{confirm|Probably also supports {{mono|angles}} for a similar reason.}} |
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| * {{kv dxlevelchoice}}
| | [[Category:Optimization Brush Entities]] |
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| [[Category:Brush Entities]]
| | == See also == |
| [[Category:Optimisation Brush Entities]] | | * [[Optimization (level design)]] |
func_detail
is an internal brush entity available in all
Source games. It is not an actual brush entity, but rather moves all contained brushes to worldspawn and flags them as CONTENTS_DETAIL, resulting in them not affecting visibility or chopping non-detail brushes. All brushwork that does not form the 'backbone' of the world (and that is not tied to a real entity) should be detail, with the exception of translucent glass (which suffers from alpha sorting issues when not "structural").
Valve provides an example map at 
sourcesdk_content\hl2\mapsrc\sdk_func_detail.vmf
. You can also load up the HL2 map sources and hide detail brushes with their auto visgroup to see where Valve used them.
World brushes using %CompileDetail materials will always be treated as if they were tied to func_detail.
Separating func_details is purely for editor convenience; 5 brushes in one func_detail will act the same as 5 func_details with one brush each.
Water and Slime brushes cannot be detail. VBSP automatically removes detail contents from liquids, and modifying VBSP to remove this quirk results in the liquids being invisible in-game (although still swimmable).
Effects
The point of creating a detail brush entity is to avoid creating an unnecessary number of visleaves for a mere detail of the map, hence the name of the entity. VBSP will allow visleaves to overlay details, and thus minimize visleaves and compile time.
Above are a world brush (left cylinder) and a detail brush (right cylinder). The blue lines are visleaf boundaries. The world brush has chopped the map into nine oddly-shaped segments, leading to longer compile times and marginally lower performance, while the detail brush has not changed anything.
Caveats
- Detail brushes cannot be used to seal a map, or areaportal areas.
- Because detail brushes do not chop world brushes, light can seep underneath them if the other surface's lightmap scale is larger than the detail brush is wide/tall. If you encounter this, manually slice the underlying brush in multiple parts (with ⇧ Shift+X), and texture underneath with nodraw.
- This effect can cause detail brushes with lots of surface contact to become inefficient, because the surface beneath them is being rendered too! Structural faces which are completely obscured by func_detail should be textured with nodraw.
- Detail brushes do chop each other, however. Vanilla VBSP does not support detail levels as seen in
HLBSP, so all detail brushes will chop each over with no bias.
- Surfaces on very thin (about 2 units thick) detail brushes have been known to disappear at certain distances. As a workaround, use func_brush instead.
- World brushes with translucent and/or transparent materials applied, or which are displacements, do not affect VIS, and cannot seal areas.
- World brushes w/ translucent material will still chop leaves. This is because they use BSP tree to assist in alpha sorting (like in
Quake II) unlike detail brushes, displacements, and entities.
- Detail brushes will, in some cases, merge faces with other detail brushes, and on occasion, world brushes, which can cause them to create leaves.
- Under normal conditions, any time a detail brush contacts a world brush, VBSP will note the junction and optimize it. This connection is known alternately as a T-junction and a water index, and there is a limit to the number of T-Junctions VBSP will attempt to fix (65,535). Excessive use of detail brushes in contact with world geometry could cause VBSP to abort compilation with an error. Using the
-notjunc
option will skip this optimization at the price of possible visual inconsistencies.
Note:Water, for unknown reasons, causes the t-junction count to skyrocket. Removing/reshaping bodies of water can overcome this.
Good candidates
There's not much left of
City 17 Trainstation Plaza once we remove detail brushes (as well as entities and props). Valve has missed a few world brushes as well...
Any brush which doesn't significantly block the player's view should probably be detail. Specific examples include:
- Pillars, plinths and supports
- Free-standing walls
- Suspended walkways
- Steps (create a smooth wedge-shaped world brush underneath)
- Small buildings
- Rotated brushes
- Very small or thin brushes
Keyvalues
- Minimum / Maximum DX Level (mindxlevel / maxdxlevel) <integer choices> (removed since
)
- The entity will not exist if the engine is running outside the given range of DirectX Versions.
Choices
Warning:If these are used, the object may break when the user switches their DirectX settings.[missing string]
|
- Name (targetname) <string>
- Name of this entity. Displayed in Hammer's 2D views and Entity Report. No effect in-game, nor in map compilers.
- Origin (origin) <origin> !FGD
- Offset the geometry by this amount in the compiled BSP. (Used for instances; should not be used directly)
Confirm:Probably also supports angles for a similar reason.
See also