Func detail: Difference between revisions
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{{wrongtitle|title=func_detail}} | {{wrongtitle|title=func_detail}} | ||
==Entity Description== | ==Entity Description== | ||
Like all [[brush entity|brush entities]], func_details do not contribute to [[vvis|visibility]] calculations. However unlike other entities, func_details do not retain any actual entity data after a [[compile]], and therefore are similar to [[world brush|world brushes]] in every other respect - they are solid (unless materials specify otherwise) and block light just like a normal world brush. Thus, they are ideal for optimizing "visual detail" brushes like columns, debris, fences, or even small buildings. | Like all [[brush entity|brush entities]], func_details do not contribute to [[vvis|visibility]] calculations. However unlike other entities, func_details do not retain any actual entity data after a [[compile]], and therefore are similar to [[world brush|world brushes]] in every other respect - they are solid (unless materials specify otherwise) and block light just like a normal world brush. Thus, they are ideal for optimizing "visual detail" brushes like columns, debris, fences, or even small buildings. | ||
To | To further study the usage of [[func_detail]], see [[BSP Map Optimization#Detail Brushes|BSP Map Optimization - Detail Brushes]]. | ||
==Keyvalues== | ==Keyvalues== |
Revision as of 03:37, 3 March 2006
Entity Description
Like all brush entities, func_details do not contribute to visibility calculations. However unlike other entities, func_details do not retain any actual entity data after a compile, and therefore are similar to world brushes in every other respect - they are solid (unless materials specify otherwise) and block light just like a normal world brush. Thus, they are ideal for optimizing "visual detail" brushes like columns, debris, fences, or even small buildings.
To further study the usage of func_detail, see BSP Map Optimization - Detail Brushes.