Created 12 years ago2012-02-27 15:31:14 UTC by camplo
Usage:There you go, setting detail level to 2 won't cut other func_details.
Convert any brushes, that are not parts of the basic structure of the map, to func_detail. They cannot be water brushes or sky brushes.
You can leave 'Detail level' to 1. For tiny objects, you might set it to 2, so that they won't chop the faces of other func_details.
For large shapes such as terrain and walls, you can set 'Lower its level to cut others' to no less than its detail level, so that they can chop adjacent world brushes like world brushes.
Before compiling the map, hide all entities and func_details, make sure there are no leaks and the structure is good enough for vis calculation.
hlife_hotdog: entities don't block light or cast shadows by defaultFunc_detail blocks light by default, and casts shadows by default.
hotdog, where are you grabbing all this false information from?From the official update forum post actually:
Differences between detail brushes, world brushes and func_walls:Also, since you don't actually seem to be doing any in-game tests and you just keep talking about it, I went and did it myself and made the following discoveries.
Compared to world brushes, detail brushes don't block vis or slow down vis process, and don't chop faces from world brushes, and don't cause the 'Ambiguous leafnode content' warning.