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Difference between revisions of "func detail"
From Quake Wiki
SirYodaJedi (talk | contribs) m (→func detail variants: derp) |
SirYodaJedi (talk | contribs) (→Comparison with GoldSrc func_detail) |
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| <code>func_detail</code> || <code>func_detail</code> with <code>"zhlt_detaillevel" "0"</code> | | <code>func_detail</code> || <code>func_detail</code> with <code>"zhlt_detaillevel" "0"</code> | ||
+ | This is also comparable with Quake 2's detail flag. | ||
|- | |- | ||
| <code>func_detail_wall</code> || <code>func_detail</code> with <code>"zhlt_detaillevel" "1"</code> (default) | | <code>func_detail_wall</code> || <code>func_detail</code> with <code>"zhlt_detaillevel" "1"</code> (default) | ||
+ | This is also comparable with Source 1's func_detail. | ||
|- | |- | ||
| <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_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). |
Revision as of 19:37, 8 December 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"
This is also comparable with Quake 2's detail flag. |
func_detail_wall |
func_detail with "zhlt_detaillevel" "1" (default)
This is also comparable with Source 1's func_detail. |
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.