Func detail

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Revision as of 15:17, 31 August 2008 by TomEdwards (talk | contribs)
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mat_wireframe screenshot of two cylinders. Left is a world brush, and causes bad triangles; right is a detail brush and causes no problems.
The same scene examined in glview. The world brush butchers the BSP, while the detail brush does nothing.

func_detail is an internal brush entity that does not affect visibility or cause other brushes to be sliced - in other words that does not affect the structure of the rest of the map. It should be used on all brushwork that does not form the 'backbone' of a map (and that is not already tied to an entity).

Valve provide an example map at sourcesdk_content\hl2\mapsrc\sdk_func_detail.vmf.

Caveats

  • Detail brushes cannot be used to seal a map.
  • Because detail brushes do not slice other 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 create a slice in the underlying brush (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 will slice brushes when they intersect with them.
    Todo: Confirm in OB.
  • 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.
  • Brushes with translucent materials applied will automatically become detail.

Good candidates

  • Pillars, plinths and supports
  • Free-standing walls
  • Suspended walkways
  • Stairs (create a smooth wedge-shaped brush underneath)
  • Small buildings
  • Rotated brushes

See also

(These duping pages should really be merged into this one.)

Keyvalues

(You'll probably never need to change these.)