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04-04-2008, 07:25 PM | #1 |
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func_detail
Ok so I have a question
I know that they are used to optimize the map and that they don't block vis, do you can't make a wall a func_detail or it will jack up your map. But what if your walls aren't world brushes? Like if I have 2 rooms side by side: Code:
|A|B| Also I have a curved jump in my map, so could I take the curves and make them func_detail and then just put a box around it (them) or will that mess things up more then just leaving them world brushes? Picture that is crappy: www.dctrs8tn.com/images/FF/func_detail.JPG Or if I have one room that is a box with another box on top of it like so: Code:
___ | | - box _______ | | | | | ___| | | | | | | sorry bout crappy descriptions / pics I'm at work so I have limited time and resources.
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04-04-2008, 07:56 PM | #2 |
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my general rule of thumb is to make ALL curves/arcs func_detail
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04-04-2008, 08:57 PM | #3 | |
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Quote:
Also do the surrounding brushes need to be textured, or just the curved walls?
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04-04-2008, 09:37 PM | #4 |
func_detail everything that doesn't see into the void :3
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04-04-2008, 10:00 PM | #5 |
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Wiki Team Fortress Forever Staff Join Date: Apr 2007
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If the brush is not a necessary part of your vis-blocking, it is safe to make it func_detail. If doing so opens up a leak, seal the leak by adding a new world brush.
Any face that might get rendered, but the player will never see (because it is behind a func_detail or displacement) should be textured in nodraw. |
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04-05-2008, 02:43 AM | #6 |
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Fortress Forever Staff Join Date: Sep 2007
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awesome ty guys...I pretty much figured that but just couldn't find anything that outright said it.
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