World brush: Difference between revisions
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Risk of Confusion:Brushes tied to func_detail and func_group are technically still world brushes, as they are added to worldspawn in the compiled BSP. These are used by the compiler to know how to handle specific world brushes (such as skipping VIS for all func_detail brushes).
SirYodaJedi (talk | contribs) mNo edit summary |
Thunder4ik (talk | contribs) m (→See also: clean up, replaced: See Also → See also) |
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{{modernConfusion|Brushes tied to {{ent|func_detail}} and {{ent|func_group}} are technically still world brushes, as they are added to {{ent|worldspawn}} in the compiled BSP. These are used by the compiler to know how to handle specific world brushes (such as skipping VIS for all func_detail brushes).}} | {{modernConfusion|Brushes tied to {{ent|func_detail}} and {{ent|func_group}} are technically still world brushes, as they are added to {{ent|worldspawn}} in the compiled BSP. These are used by the compiler to know how to handle specific world brushes (such as skipping VIS for all func_detail brushes).}} | ||
== See | == See also == | ||
* [[Basic Construction|Brush Creation]] | * [[Basic Construction|Brush Creation]] | ||
* [[Level Design Overview|Introduction to Editing]] | * [[Level Design Overview|Introduction to Editing]] |
Revision as of 01:23, 6 January 2024
A world brush is a brush that has not been tied to an entity. Unless specified otherwise by a material, world brushes are solid to everything, block line of sight, cast lightmap shadows, cut visleaves, obstruct visibility, and seal the map. New world brushes are created with the Block tool . To turn a brush entity into a world brush, select it, then choose Tools > Move to World (or press Ctrl+⇧ Shift+W).
