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Mapping Help
This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

For questions about coding, check out the Coding Help thread: https://www.celephais.net/board/view_thread.php?id=60097
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Yes 
use them like func_wall, newer .fgds/.defs include them already.

Dont seal your map with func_detail brushes!
Or think like: "if i cut out all details, my map must still be sealed/not leak!"

Clip brushes are too cover surface irregularities(floor tiles that are detailed for example, or detailed structures that the player wont reach any way.

Use them like this:

http://imgur.com/55rdfKL

All those red clipping brushes hide pipes (with lots of faces) inside.

The number of clinodes(check qbsp output) is the one that is reduced by excessive use of clip brushes. 
Haha 
thats an old QuArK screenshot btw.. 
 
Your normal walls should stay as normal brushes but brushes which are generally there for purely aesthetic reasons should be turned into func_detail (for example, pillars in the middle of rooms, things like furniture, wall torches holding flames, crates etc) 
Clinodes = Clipnodes 
i should use the edit function that isnt there. 
Madfox 
Here are some links about func_detail in the source engine, but I think they pretty much work the same in Quake. (requires tyrutils or rebb's tools)

https://developer.valvesoftware.com/wiki/Func_detail

"Any brush which doesn't significantly block the player's view should probably be detail"

http://rvanhoorn.ruhosting.nl/optimization.php?chapter=func_detail 
Right, Thanks 
The developper mode shows what happens with real vis,
by not drawing all the lines behind the frontview.

Does light.exe effect on func_wall
or do they just stay unaffected? 
Func_wall 
Normally they are lit like regular world brushwork, except don't cast shadows onto the world.
With tyrutils you can set the key/value "_shadow" "1" on a func_wall to make it cast shadows on the world too. 
 
Madfox - Don't get confused. func_wall and func_detail are not the same thing, AFAIK. func_detail is cheaper. 
Yes 
func_detail Are not entities - they become world brushes during the compile process. 
Also 
In quake, unlike in say Q3 and HL2, detail brushes still chop up the rest of the world polys, so bear that in mind when butting random brushes at random orientations into random terrain. 
AH.., 
found the last compilers & beating the maxsurfaces 32768 limb. 
A Path Corner Causing Leak... 
Having a weird issue. I'm using a func_train w/ path_corners to have the ceiling come down to crush the player.

But as it's constructed I need to have the func_corners half-outside the map which the compiler sees as a leak.

Any ideas? Can I alter the pivots of func_trains?

Here's a pic of the corner causing headaches http://imgur.com/2gkM4yj 
 
add a solid brush that fully encapsulates each path corner that is out in the void. 
 
ah, now i looked at the picture.

Just extend the floor and walls so that the area around the path corner is fully solid. 
 
Maybe I've should've tried that :) 
Ok, Another Issue Then, Hopefully Less Stupidity... 
When using the QBSP; TxQBSP found here: https://www.quaddicted.com/tools/map_compilers
My func_details disappear. No collison or visability...

The QBSP found in a pack called TyrUtils render the func_details but I prefered the new one's error messages. 
Func_detail Is A Tyr Feature 
none of the older compilers will support it. 
That Page Is Outdated 
You can get an updated txqbsp with func_detail support at:
http://www.voidspark.net/projects/bjptools_xt/ 
Thanks! 
What's the main difference between tree and tx? 
Their Age 
 
My Don Key 
I'm just using the new bjptools, and if it has on outcome like
CheckFace: ^-- Brush 1030, Line 36552
how do I get so smart to find in the editor that brush?
I can find it in the map with textpath, but that's not the editor. 
Notepad++ ? 
You'll see the brush it belongs to and can coordinate it from there.

What editor are you using? 
Textpad5 
I know where to find a brush in the map,
I just wondered how to find it in Quark orRadiant. 
 
radiant has a 'select brush #' in one of the menus, but no idea about quark. it should though, every editor has that function. 
Bjptools_xt 
The latest one is giving me a report about a virus (win32:evo-gen [Susp]). 
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