Brush: Difference between revisions

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A '''brush''' is a geometrical object in a map. There are two types of brushes:
A '''brush''' is a [[Wikipedia:Convex and concave polygons|convex]] block created with Hammer's [[Hammer Block Tool|Block tool]]. Unless tied to an [[Brush entity|entity]] it will form part of the backbone of the map, defining [[visibility]] as a [[worldspawn|world brush]].


* '''[[World brush]]es''' are solid objects that cannot be moved, destroyed or changed within the game (like most floors, walls and ceilings).
Brushes are complimented in Source with [[model]]s:
* '''[[Brush entities]]''' are [[entity|entities]] that depend on their geometrical volume.


All brushes originate as [[primitive]]s.
* Models cannot control visibility but allow for greater detail (geometry and animation), greater consistency, and dynamic lighting.
* Brushes should not have too many faces, are each unique, and are lit exclusively with [[Lightmap]]s (which do not change once the map has been compiled).


== See also ==
== See also ==
* [[Introduction to Editing]]
* [[Introduction to Editing]]
* [[Brush Creation]]
* [[Brush Creation]]
* A ''Brush'' (as opposed to a [[Studiomodel]] or [[Sprite]]) is specifically a piece of BSP geometry; see [http://qxx.planetquake.gamespy.com/bsp/ BSP for dummies].
* [[Model]]
* [[Displacement]]


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{{otherlang:en:pt|Brush:pt}},
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{{otherlang:en:pt-br|Brush:pt-br}},
{{otherlang:en:ru|Brush:ru}}
{{otherlang:en:ru|Brush:ru}}


[[Category:Level Design]]
[[Category:Glossary]]
[[Category:Glossary]]
[[Category:Level_Design]]

Revision as of 13:11, 17 January 2009

A brush is a convex block created with Hammer's Block tool. Unless tied to an entity it will form part of the backbone of the map, defining visibility as a world brush.

Brushes are complimented in Source with models:

  • Models cannot control visibility but allow for greater detail (geometry and animation), greater consistency, and dynamic lighting.
  • Brushes should not have too many faces, are each unique, and are lit exclusively with Lightmaps (which do not change once the map has been compiled).

See also

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