Yes
#14749 posted by anonymous user on 2015/01/18 00:16:27
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
#14750 posted by anonymous user on 2015/01/18 00:17:41
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
#14752 posted by anonymous user on 2015/01/18 00:19:57
i should use the edit function that isnt there.
Madfox
#14753 posted by ericw on 2015/01/18 02:40:12
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
#14754 posted by madfox on 2015/01/18 04:08:36
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
#14755 posted by ericw on 2015/01/18 04:30:28
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.
#14756 posted by JneeraZ on 2015/01/18 12:45:03
Madfox - Don't get confused. func_wall and func_detail are not the same thing, AFAIK. func_detail is cheaper.
Yes
#14757 posted by ijed on 2015/01/18 13:48:13
func_detail Are not entities - they become world brushes during the compile process.
Also
#14758 posted by Kinn on 2015/01/18 14:35:37
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..,
#14759 posted by madfox on 2015/01/18 22:49:45
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
#14761 posted by metlslime on 2015/01/20 18:20:12
add a solid brush that fully encapsulates each path corner that is out in the void.
#14762 posted by metlslime on 2015/01/20 18:21:03
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
#14765 posted by Kinn on 2015/01/20 18:50:14
none of the older compilers will support it.
That Page Is Outdated
#14766 posted by ericw on 2015/01/20 18:50:43
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
#14768 posted by anonymous user on 2015/01/20 19:40:53
My Don Key
#14769 posted by madfox on 2015/01/21 00:44:07
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++ ?
#14770 posted by ijed on 2015/01/21 00:58:17
You'll see the brush it belongs to and can coordinate it from there.
What editor are you using?
Textpad5
#14771 posted by madfox on 2015/01/21 04:50:23
I know where to find a brush in the map,
I just wondered how to find it in Quark orRadiant.
#14772 posted by necros on 2015/01/21 04:51:33
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
#14773 posted by Cocerello on 2015/01/21 11:18:53
The latest one is giving me a report about a virus (win32:evo-gen [Susp]).
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