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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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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awesome ty guys...I pretty much figured that but just couldn't find anything that outright said it.
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04-05-2008, 02:55 AM | #7 |
Black Cyclops
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I agree with the above, but would like to add that it is cheaper to do curves with displacements, so you should try it where possible. For example, subdivede two faces that are at 90 degrees from each other and it will create a curve.
Split the two blocks into six blocks each, so welve blocks in total, with the clip tol, and then subdivide, and you are left with a perfect concave curve between the centre 2 displacements. Subdivide a 6-sided block, and you create a sphere. Using displacements is cheaper and easier than using lots of world geometry, even if it is func_detail. |
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04-05-2008, 03:07 AM | #8 |
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to add a SS to what bumgravy said, that is what i done with redgiant....
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04-05-2008, 03:39 AM | #9 |
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For a step by step tut...
http://www.halflifestorm.com/?page=t...ls&tutorial=20 It gives you a rough idea on how to do it.
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