This article's documentation is for the "GoldSrc" engine. Click here for more information.
This article's documentation is for anything that uses the Source engine. Click here for more information.

World Brush

From Valve Developer Community
Jump to navigation Jump to search
English (en)Deutsch (de)Español (es)日本語 (ja)Português (pt)Русский (ru)Translate (Translate)

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 Hammer block.png. To turn a brush entity into a world brush, select it, then choose Tools > Move to World (or press Ctrl+ Shift+W).

Warning.pngRisk 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 GoldSrc, but is converted to a world brush in pre-Left 4 Dead versions of Source Source.

See also