Func_detail Created 12 years ago2012-02-27 15:31:14 UTC by camplo camplo

Created 12 years ago2012-02-27 15:31:14 UTC by camplo camplo

Posted 12 years ago2012-02-27 15:31:14 UTC Post #303796
Func_Detail set to 2...cuts nothing...blocks vis....Func_detail everything for the win?
Posted 12 years ago2012-02-27 20:53:19 UTC Post #303806
Func_detail set to 2 will still cut other func_details to two. I would also only recommend that you only turn props and trims into func_details.

Having walls and such as entities cause a few issues. For one, entities don't block light or cast shadows by default, so you'll need to manually set each one to use the 'opague' flag. This apparently causes RAD to compile much slower, but I havn't tested it.

func_details may block vis, but they may not seal your world off from the void. BSP still does not like entities that have contact with the void which brings up a new issue of how to seal your world.
Posted 12 years ago2012-02-27 21:07:13 UTC Post #303807
http://forums.svencoop.com/showthread.php?p=476471#post476471

Vluzacn wrote:
Usage:
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.
There you go, setting detail level to 2 won't cut other func_details.
hlife_hotdog: entities don't block light or cast shadows by default
Func_detail blocks light by default, and casts shadows by default.

hotdog, where are you grabbing all this false information from?

...and yes it blocks VIS too, but according to Vluzacn it shouldn't be used to seal off the void as it may still cause leaks.
Skals SkalsLevel Designer
Posted 12 years ago2012-02-27 21:41:28 UTC Post #303809
well you shouldn't have entities touching he void anyway I would imagine but they are pushing the envelope so who knows what tomorrow may bring.

so I'm thinking, ok func_details are entities, which don't cut world brushes....so you could just about make a cut free map now. Sweet.
Posted 12 years ago2012-02-28 07:02:31 UTC Post #303813
Well that was the case for func_wall too, except this entity works better due to the fact that you can set it to different cut levels, and it has shadows on default :)
Skals SkalsLevel Designer
Posted 12 years ago2012-02-28 11:01:29 UTC Post #303816
hotdog, where are you grabbing all this false information from?
From the official update forum post actually:

http://forums.svencoop.com/showthread.php?p=476471#post476471
Differences between detail brushes, world brushes and func_walls:
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.
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.

1. func_details do not block vis. I created a simple double back hallway which VIS could easily determine line-of-sight and stop the tank at the very end from rendering. With 'gl_wireframe 2' enabled, I can see exactly what the engine is rendering and the hallway made of regular world brushes was very successful:
User posted image
The walls made of func_details did not block vis at all and the tank was clearly visible:
User posted image
Unless there's been an update that I don't know about, then they currently do not block vis whatsoever.

2. I was wrong and func_details do block light and cast shadows. However, when I made a wall in my test map a func_detail, I got an unexpected bleed effect from the red strobing light behind it, but not the other wall, which was made of just regular world brushes.
User posted image
Apologies that the screens are so dark, I decided not to add regular lights because I wanted to see how the lighting went with the strobing lights above my tanks.
Posted 12 years ago2012-03-06 00:54:36 UTC Post #303990
How do you turn off the textures. I can get wire frame to work now but how did you get the textures to not draw?
Posted 12 years ago2012-03-06 02:52:57 UTC Post #303992
The textures aren't off, the lighting is very low.

the console command for it is:

gl_wirefram #
1: Show wires on surfaces.
2: Show wires on all surfaces including occluded ones.

It only works using OpenGL renderer. Otherwise use r_drawflat 1 and r_draworder 1.
Rimrook RimrookSince 2003
Posted 12 years ago2012-03-06 03:38:20 UTC Post #303994
Thanks.
Posted 12 years ago2012-03-06 11:26:29 UTC Post #304007
hotdog take a chill pill.
Skals SkalsLevel Designer
Posted 12 years ago2012-03-06 12:32:50 UTC Post #304009
@skals

Lol, seriously? I was just pointing out that you hadn't actually tried it in-game. You never know how something is going to work until you try it.
Posted 12 years ago2012-03-07 10:25:18 UTC Post #304032
Hey guys, I'm new to the forum, but i've been mapping for hl for a very long time. I thought I'd throw some information about brush entities (like func_wall and func_detail) out there:

Brush entities do not block VIS - only world brushes do that (This is the reason the map will have a leak if the map isnt sealed with world brushes).
This means that the bare bones of the map should be made with world brushes.

You can however put a lot of func_detail brushes INSIDE the map - for example making the floor of a corridor using the triangle method and making that a func_detail (with a brush underneath textured entirely with the NULL ttexture as the actual 'bottom' of the corridor).

If you look at one part of an entity, the entire entity is rendered. This is the main reason that an entire level cant be made with a func_detail. If you put a 6 sided crate in your level made as a world brush and you look at it, only the faces you can see will add to your w_poly (probably 3, two side faces you can see and the top). As an entity it will render all 6 sides (or 5 if the bottom face is a NULL texture). While this isnt crippling, it can definately add up when making really complex detailed brushes.

This is also the reason why its not always best to tie a lot of brushes together as one huge func_detail, because seeing a part of it makes the whole thing rendered, even if not all of it is seen by the player, and is hidden behind world brush walls.

This way of rendering entities (it does this with models) is the main reason why too many models can be bad for a level and how wallhacks work in games like counterstrike - because each player model is rendered at all times.
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