 It's Like Before   
		#760 posted by scorb on 2013/03/19 17:26:32 
		But this time he's shitting up the whole forum instead of just this thread! :D  
	 
		
		
		#761 posted by  Text_Fish on 2013/03/19 19:13:22  
		What was once one slightly boring post in a previously interesting thread is now eight very boring posts. Actually, now it's nine because of me.
  
  I like TrenchBroom because it's cool.  
	 
		
		
		#762 posted by  deqer on 2013/03/19 20:05:26  
		Nope.  Just you, Willem, and mfx.  Everyone else is fine.  But, you two, yes, you two have already had your 5 strikes.  Yes, 5 strikes, not 3 strikes.  I gave you 5, and you've used them up already, here and in other threads.  5 strikes; that's how much patience I gave.  
  
  Good day.  
	 
		
		 Deqer   
		#763 posted by  Vondur on 2013/03/19 20:50:28  
		1. please read this carefully:
  http://en.wikipedia.org/wiki/Superiority_complex
 2. calm down already.
  3. stop posting irrelevant bollox in this sacred thread.   
	 
		
		
		#764 posted by  JneeraZ on 2013/03/20 00:02:43  
		Nope. Just you, Willem, and mfx. Everyone else is fine. But, you two, yes, you two have already had your 5 strikes. Yes, 5 strikes, not 3 strikes. I gave you 5, and you've used them up already, here and in other threads. 5 strikes; that's how much patience I gave. 
 
 http://cdn.crushable.com/files/2012/07/jlaw-okay.gif  
	 
		
		
		#765 posted by anonymous user on 2013/03/21 16:40:56 
		Could find func_detail in trenchbroom...
  func_detail seems to be not included.
  
  Has someone a working Quake.fgd with func_detail support for trenchbroom?  
	 
		
		
		#766 posted by  - on 2013/03/21 17:49:32  
		The included .fgd has func_detail, but it is commented out since only Tyrann's compilers support it. Just search your .fgd for 'func_detail', and removed the // from the beginning of that line (func_group is defined and commented out too).  
	 
		
		
		#767 posted by  rebb on 2013/03/21 18:11:45  
		The included .fgd has func_detail, but it is commented out since only Tyrann's compilers support it.
 
  Not exactly   
	 
		
		 Sorry   
		#768 posted by  - on 2013/03/21 18:31:49  
		I meant, only 'fancy new compilers made by incredibly talented young men' support it  
	 
		
		 Less Than Three   
		#769 posted by  rebb on 2013/03/21 19:02:42  
		Why is there no heart icon :(  
	 
		
		
		#770 posted by anonymous user on 2013/03/21 19:55:55 
		mmh - the result is not that what i expected.
  uncommented the func_detail, made a boxed "testchamper", placed some irregular/complex brushes in it and compiled with tyrann's tools = still got a messed up (highly splitt/weirdly triangled) bsp (r_showtris 1)
  Vis may have been faster..
  Maybe i'm betting on the wrong horse. :-) 
  How do i prevent irregular brushes to splitt the bsp then? i thought func_detail would be the right way.
  Func_wall 'em? enlight me.  
	 
		
		
		#771 posted by  negke on 2013/03/21 20:01:40  
		In Quake, detail brushes only speed up the vis process. Apart from that, they are treated like normal world geometry. If you want to avoid splitting, you'll have to make it a func_wall.  
	 
		
		
		#772 posted by Stahlkralle on 2013/03/21 20:07:27 
		Thanx.
  Seems that my hl and q3 based memory tricked me.
  i stopped mapping for ages, restarted with trenchbroom 'caused it feels nice to work with. 
  Great job btw. Love it.  
	 
		
		
		#773 posted by  Spiney on 2013/03/21 21:06:29  
		I'm noobish and ignorant, but is there any reason to not simply use func wall for details like that?  
	 
		
		
		
		func_wall can't cast shadows, for one.  
	 
		
		 Spiney   
		#775 posted by  - on 2013/03/22 02:25:29  
		func_walls are entities and come with several issues. like OTP said, no shadows. Also, stock engines have limitations on edicts and models present in a bsp, so using lots of them (or in a larger map) can lead to needing to perform balancing acts if you want to stay under those limits.
  
  func_details are not actually entities, despite being used like them in an editor. They are world geometry, and cut the world geometry as normal, but are not considered while calculating the PVS.  
	 
		
		 Func_wall Shadows   
		#776 posted by  Tyrann on 2013/03/22 02:49:16  
		Grab the latest utils snapshot  here for func_wall shadow support. Check the  light.txt file for details.   
	 
		
		 Btw   
		#777 posted by  Tyrann on 2013/03/22 02:51:53  
		This supports shadows for any brush entity, not just func_wall.  
	 
		
		 Wait   
		#778 posted by  Kinn on 2013/03/22 03:03:12  
		whoa o_O  
	 
		
		 That's Pretty Cool   
		
		  
	 
		
		 New Key Question   
		#780 posted by  Preach on 2013/03/22 09:17:45  
		Having the  _shadow and _selfshadow keys to make the features opt-in makes a lot of sense - because the compiler can't tell if the entity class is meant to be static, to slide or to rotate (well, it might have some hints about rotation but still). But how would people feel about fgd/def files which add the keys by default - for example to add "_shadow 1" to newly created func_wall, and "_selfshadow 1" to func_train?  
	 
		
		
		#781 posted by  necros on 2013/03/22 11:57:17  
		Do it.  Other compilers will just ignore it but you will probably want it on more often than not.  
	 
		
		 Agree   
		#782 posted by  ijed on 2013/03/26 01:17:12  
		Those at intermediate level will know how to disable it.
  
  Last thing about func_wall - they only draw if vis believes the player can see them, so if they stretch through several leafs then they will go invisible in stock engines, depending on where you're stood.  
	 
		
		 Before   
		#783 posted by  ijed on 2013/03/26 01:27:54  
		tyrann's guns blazing tools comeback, this was how we resolved vistimes in rmq.  
	 
		
		 No No And NNOO!!   
		#784 posted by Credits on 2013/03/26 11:07:16 
		Quake Posted by ID SOFTWARE  
	 
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