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Func_Detail not working correctly?


Vassago5kft

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Hey guys, I'm running into this issue with my detail brushes. I have small details such as pillars, roof trim, etc that I am making into func_detail brushes. To create them, I'm selecting the objects, then using the move to > entity function, and selecting func_detail. After that, I just hit the apply button.

In game now, these brushes are still cutting up the base world brushes. From my understanding of detail brushes, they are not supposed to be calculated by VIS, nor should they cut the world geometry.

Any ideas on this one? It's driving me mad, MAD I tell ya!

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Yak_fighter over at the Snarkpit noticed this and did a little bit of research into when it occurs. It seems that it isn't always the case that func_details cut up world brushes, but it happens on occasion. Apparently it happens most often when the func_detail and world brush share an edge, though nobody could offer a decent explanation as to why.

Try making it a func_wall just for experimentations sake, and find out if the face splitting occurs with this.

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ReNo - that seems to be the issue. I made them func_walls, and the splitting was non-existent. I assume these don't share the same benefits as func_detail, either.

It's unfortuneate that a handy performance feature like func_detail is misbehaving like this :(

Has Yak_fighter emailed Valve with this problem by any chance?

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I don't think Yak has asked Valve about it, might be a good idea though so I'll suggest it to him.

Func_walls will still hold many of the same benefits of func_details, but there are some differences that will make them inappropriate to use all the time.

Func_details...

No entity info (no memory overhead in game)

Casts shadows

SHOULDN'T cause face splitting

Doesn't affect VIS

Func_walls...

Entity info stored (slight memory overhead in game)

Does not cast shadows by default (you can turn it on, but if anything like HL1 it is compile time expensive)

Doesn't cause face splitting

Doesn't affect VIS

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