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).
func_ladder is a regular brush entity in
GoldSrc, but is converted to a world brush in pre-
versions of
Source.
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{{ | {{LanguageBar|World brush}}{{goldsource topicon}}{{source topicon}}[[Category:Glossary]][[Category:Level Design]] | ||
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 [[Visleaf|visleaves]], obstruct [[Visibility optimization|visibility]], and [[Leak|seal the map]]. New world brushes are created with the {{hammer block}}. To turn a [[brush entity]] into a world brush, select it, then choose ''Tools > Move to World'' (or press {{key|Ctrl|Shift|W}}). | 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 [[Visleaf|visleaves]], obstruct [[Visibility optimization|visibility]], and [[Leak|seal the map]]. New world brushes are created with the {{hammer block}}. To turn a [[brush entity]] into a world brush, select it, then choose ''Tools > Move to World'' (or press {{key|Ctrl|Shift|W}}). | ||
Latest revision as of 17:43, 18 July 2025
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).

func_ladder is a regular brush entity in


