Func detail: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
(Rephrased the description and merged it with another article that I'll trim next.) |
||
Line 2: | Line 2: | ||
==Entity Description== | ==Entity Description== | ||
A brush entity that does not retain any actual entity data after a [[compile]], making it similar to a [[world brush]]. It is solid (unless materials specify otherwise) and block light just like a normal world brush, but unlike a world brush, a func_detail does not block visibility, and therefore does not contribute to [[vvis|visibility]] calculations and doesn't divide the BSP tree. Thus, they are ideal for optimizing "visual detail" brushes that doesn't significantly block the player's line-of-sight (like debris, fences, or even small buildings) and complicated brushwork (like stairs, columns and angled brushes). | |||
To further study the usage of func_detail, see [[BSP Map Optimization#Detail Brushes|BSP Map Optimization - Detail Brushes]]. | To further study the usage of func_detail, see [[BSP Map Optimization#Detail Brushes|BSP Map Optimization - Detail Brushes]]. | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 09:09, 7 March 2006
Entity Description
A brush entity that does not retain any actual entity data after a compile, making it similar to a world brush. It is solid (unless materials specify otherwise) and block light just like a normal world brush, but unlike a world brush, a func_detail does not block visibility, and therefore does not contribute to visibility calculations and doesn't divide the BSP tree. Thus, they are ideal for optimizing "visual detail" brushes that doesn't significantly block the player's line-of-sight (like debris, fences, or even small buildings) and complicated brushwork (like stairs, columns and angled brushes).
To further study the usage of func_detail, see BSP Map Optimization - Detail Brushes.