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Editing 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 "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. | ||
− | ==<span id="func_detail_vars"></span> | + | ==<span id="func_detail_vars"></span>func detail variants== |
− | '''<span id="func_detail_wall"></span> | + | '''''<span id="func_detail_illusionary"></span>func_detail_illusionary''''' : |
+ | A func_detail variant with no collision (players / monsters / gunfire), doesn’t split world faces and doesn’t cast shadows unless enabled with "_shadow" "1". Useful for creating hanging vines or spiderwebs. | ||
+ | |||
+ | '''''<span id="func_detail_wall"></span>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> | + | '''''<span id="func_detail_fence"></span>func_detail_fence''''' : |
− | Similar to func_detail_wall, but | + | Similar to func_detail_wall, but its better in that it doesn't use up a static entity and renders as part of the world which is faster. It is suitable for fence textures, never clips away world faces. Useful for fences, grates, etc., that are solid and block gunfire. |
− | + | === 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: | |
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! ericw-tools entity for Quake !! Comparable ZHLT entity from GoldSrc | ||
+ | |- | ||
+ | | <code>func_detail</code> || <code>func_detail</code> with <code>"zhlt_detaillevel" "0"</code> | ||
+ | |- | ||
+ | | <code>func_detail_wall</code> || <code>func_detail</code> with <code>"zhlt_detaillevel" "1"</code> | ||
+ | |- | ||
+ | | <code>func_detail_fence</code> || <code>func_detail</code> with <code>"zhlt_detaillevel" "1"</code>,<br>combined with <code>func_wall</code> with <code>"rendermode" "4"</code> (solid). | ||
+ | |- | ||
+ | | <code>func_detail_illusionary</code> || <code>func_detail</code> with <code>"zhlt_detaillevel" "1"</code> and <code>"zhlt_noclip" "1"</code>,<br>combined with <code>func_illusionary</code> with <code>"rendermode" "4"</code> (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. |