Func detail: Difference between revisions
Jump to navigation
Jump to search
Solokiller (talk | contribs) No edit summary |
Solokiller (talk | contribs) mNo edit summary |
||
Line 1: | Line 1: | ||
Entity Description | ==Entity Description== | ||
An entity that turns its brushes into detail brushes. Detail brushes do NOT contribute to visibility in the PVS. World geometry is not clipped to detail brushes, so if you have a small detail clump attached to a wall, the wall won't be cut up by the detail brush.func_detail is great for high-frequency brush geometry that's visual detail only. It is also ideal for reducing map VIS time.Also,func_detail can be used when brushes have texture-specific actions to do.For example, the texture metal/metalrail006a can be used with func_detail to turn it in a real rail wich is as thick as the texture (about 1/10 of a unit) | An entity that turns its brushes into detail brushes. Detail brushes do NOT contribute to visibility in the PVS. World geometry is not clipped to detail brushes, so if you have a small detail clump attached to a wall, the wall won't be cut up by the detail brush.func_detail is great for high-frequency brush geometry that's visual detail only. It is also ideal for reducing map VIS time.Also,func_detail can be used when brushes have texture-specific actions to do.For example, the texture metal/metalrail006a can be used with func_detail to turn it in a real rail wich is as thick as the texture (about 1/10 of a unit) | ||
KEYS | KEYS |
Revision as of 06:42, 30 July 2005
Entity Description
An entity that turns its brushes into detail brushes. Detail brushes do NOT contribute to visibility in the PVS. World geometry is not clipped to detail brushes, so if you have a small detail clump attached to a wall, the wall won't be cut up by the detail brush.func_detail is great for high-frequency brush geometry that's visual detail only. It is also ideal for reducing map VIS time.Also,func_detail can be used when brushes have texture-specific actions to do.For example, the texture metal/metalrail006a can be used with func_detail to turn it in a real rail wich is as thick as the texture (about 1/10 of a unit) KEYS
Minimum DX Level mindxlevel <choices>
Maximum DX Level maxdxlevel <choices>
Inputs None
Outputs
None