Posted 18 years ago2006-05-20 13:39:58 UTCPost #181181
/ What he said...Clip is the key...
But as a bonus: When you want the texture to all be aligned perfectly just select one side so it goes red, hold alt and right click all the other bits you want to align with it.
Posted 18 years ago2006-05-20 15:16:42 UTCPost #181197
func_detail is better. More efficient. Just dont go crazy. Making a wall a func_detail will have the engine draw behind the wall even though you cant see there. Also, they dont seal the world Only thing func_wall is good for is HL1 engine. I dont know what I would do without func_detail!
Posted 18 years ago2006-05-20 15:28:32 UTCPost #181203
Oh but it can ruin maps as well...I remember when I was working on a map and I have no idea how it happened but half my map was assigned to seperate func_details...
So it refused to compile and I spent ages 'Moving to World' the brushes I didn't want to be func_detail. Before you say...I spent a long while applying func_detail to different parts of the map so I wasn't going to remove all of them and start again...
Psycho: Yeah it is a useful tool...Only just learnt it actually.
Posted 18 years ago2006-05-20 18:58:59 UTCPost #181245
It's not exactly true to say func_wall is obsolete... It's more like been returned to it's original purpose. Func_wall was originally designed to allow a brush to disappear on command.
Posted 18 years ago2006-05-20 19:36:27 UTCPost #181247
That's... func_wall_toggle, y'know. Func_Wall was just the default for blocks than you needed to trigger or target for whatever reason. (Env_renders, A and B textures, etc)