Func detail: Difference between revisions
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{{base brush|func_detail|internal=true}} It | {{base brush|func_detail|internal=true}} It creates a brush that does not affect [[visibility]] or cause other brushes to be [[chop]]ped. All brushwork that does not form the 'backbone' of the world (and that is not tied to a real entity) should be detail. | ||
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. | 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. |
Revision as of 17:16, 13 April 2010
Template:Base brush It creates a brush that does not affect visibility or cause other brushes to be chopped. All brushwork that does not form the 'backbone' of the world (and that is not tied to a real entity) should be detail.
Valve provide 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.

r_drawfuncdetail
to hide detail brushes in any map while it is running.Effects
The point of creating a detail brush is precisely to avoid effects, which makes what it does difficult to describe. You may have more luck learning about the behaviour of world brushes and visleaves, which are what detail brushes exist to not affect. Nevertheless:
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.
- 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 Shift+X).
- This effect can cause detail brushes with lots of surface contact to become inefficient, because the surface beneath them is being rendered too!
- Detail brushes do chop each other, however.
- 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 materials applied, or which are displacements, will be treated as detail.
Good candidates

- Pillars, plinths and supports
- Free-standing walls
- Suspended walkways
- Stairs (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]
- 0 - Default (no bounding)
- 60 - DirectX 6 (!FGD for mindxlevel)
- 70 - DirectX 7
- 80 - DirectX 8 (GeForce4 Ti & FX 5000 series)
- 81 - DirectX 8.1 (GeForce FX 5800, 5900 & Radeon 8500/9100 and 9000/9200)
- 90 - DirectX 9 Shader Model 2
- 92 - OpenGL аналогичен DirectX 9 Shader Model 2 (using ToGL;
only) !FGD
- 95 - DirectX 9 Shader Model 3 (in all games since
)
- 98 - DirectX 9 Shader Model 3 on Xbox 360 (
only) !FGD