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Difference between revisions of "func detail"
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[https://ericwa.github.io/ericw-tools/ Ericw-tools] [[qbsp]] supports detail brushes which are similar in concept to Quake 2’s detail brushes. | [https://ericwa.github.io/ericw-tools/ Ericw-tools] [[qbsp]] supports detail brushes which are similar in concept to Quake 2’s detail brushes. | ||
− | They don’t seal the map. To be compatible with existing Quake 1 mapping editors, detail brushes can be added by creating an entity with classname | + | They don’t seal the map. To be compatible with existing Quake 1 mapping editors, detail brushes can be added by creating an entity with classname {{code|func_detail}}. When [[qbsp]] reads the map file, it will add any brushes included in a func_detail entity into the [[worldspawn]] as details and remove the func_detail entity. Any number of func_detail entities can be used (useful for grouping) and all included brushes will be added to the worldspawn. |
This classname used on brushes textured with [[Textures#fence_textures|alphatested textures]] will alpha-mask the #255 colored parts of that texture rendering those parts invisible. | This classname used on brushes textured with [[Textures#fence_textures|alphatested textures]] will alpha-mask the #255 colored parts of that texture rendering those parts invisible. | ||
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==<span id="func_detail_vars"></span>func detail variants== | ==<span id="func_detail_vars"></span>func detail variants== | ||
− | + | '''<span id="func_detail_wall"></span>{{code|func_detail_wall}}''' : | |
This func_detail variant doesn’t split world faces. Useful for when you want a decoration touching a floor or wall to not split the floor/wall faces (you’ll get some overdraw instead.) If it completely covers up a world face, that face will get clipped away, so it’s not suitable for fence textures; see func_detail_fence instead. | This func_detail variant doesn’t split world faces. Useful for when you want a decoration touching a floor or wall to not split the floor/wall faces (you’ll get some overdraw instead.) If it completely covers up a world face, that face will get clipped away, so it’s not suitable for fence textures; see func_detail_fence instead. | ||
− | '''''<span id="func_detail_fence"></span>func_detail_fence | + | '''''<span id="func_detail_fence"></span>{{code|func_detail_fence}}''' : |
Similar to func_detail_wall, but never clips away . It is suitable for fence textures, never clips away world faces. Useful for dense fences, grates, etc., that are solid and block gunfire. | Similar to func_detail_wall, but never clips away . It is suitable for fence textures, never clips away world faces. Useful for dense fences, grates, etc., that are solid and block gunfire. | ||
− | '''''<span id="func_detail_illusionary"></span>func_detail_illusionary | + | '''''<span id="func_detail_illusionary"></span>{{code|func_detail_illusionary}}''' : |
− | Similar to func_detail_fence, but with no collision (players / monsters / gunfire), and doesn’t cast shadows unless enabled with "_shadow" "1". Useful for creating hanging vines or spiderwebs.<br>Combine with a clip brush for fences that can be shot through with hitscan weapons, but blocks movement and projectiles; suitable for fences and 2D railings. | + | Similar to func_detail_fence, but with no collision (players / monsters / gunfire), and doesn’t cast shadows unless enabled with {{code|"_shadow" "1"}}. Useful for creating hanging vines or spiderwebs.<br>Combine with a clip brush for fences that can be shot through with hitscan weapons, but blocks movement and projectiles; suitable for fences and 2D railings. |
=== Comparison with GoldSrc func_detail === | === Comparison with GoldSrc func_detail === |
Revision as of 05:31, 15 November 2023
Ericw-tools qbsp supports detail brushes which are similar in concept to Quake 2’s detail brushes.
They don’t seal the map. To be compatible with existing Quake 1 mapping editors, detail brushes can be added by creating an entity with classname func_detail
. When qbsp reads the map file, it will add any brushes included in a func_detail entity into the worldspawn as details and remove the func_detail entity. Any number of func_detail entities can be used (useful for grouping) and all included brushes will be added to the worldspawn.
This classname used on brushes textured with alphatested textures will alpha-mask the #255 colored parts of that texture rendering those parts invisible.
func detail variants
func_detail_wall
:
This func_detail variant doesn’t split world faces. Useful for when you want a decoration touching a floor or wall to not split the floor/wall faces (you’ll get some overdraw instead.) If it completely covers up a world face, that face will get clipped away, so it’s not suitable for fence textures; see func_detail_fence instead.
func_detail_fence
:
Similar to func_detail_wall, but never clips away . It is suitable for fence textures, never clips away world faces. Useful for dense fences, grates, etc., that are solid and block gunfire.
func_detail_illusionary
:
Similar to func_detail_fence, but with no collision (players / monsters / gunfire), and doesn’t cast shadows unless enabled with "_shadow" "1"
. Useful for creating hanging vines or spiderwebs.
Combine with a clip brush for fences that can be shot through with hitscan weapons, but blocks movement and projectiles; suitable for fences and 2D railings.
Comparison with GoldSrc func_detail
For mappers coming from Half-Life, the different func_detail variants in ericw-tools can be compared to various func_detail settings from ZHLT, as described below:
ericw-tools entity for Quake | Comparable ZHLT entity from GoldSrc |
---|---|
func_detail |
func_detail with "zhlt_detaillevel" "0"
|
func_detail_wall |
func_detail with "zhlt_detaillevel" "1" (default)
|
func_detail_fence |
func_detail with "zhlt_detaillevel" "1" ,combined with func_wall with "rendermode" "4" (solid).
|
func_detail_illusionary |
func_detail with "zhlt_detaillevel" "1" and "zhlt_noclip" "1" ,combined with func_illusionary with "rendermode" "4" (solid).
|
There is not currently an equivalent to detail levels 2 and 3, as wpoly conservation is less important in Quake due to improved performance provided by source ports.