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Difference between revisions of "func detail"

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==func_detail==
 
 
 
[[Ericw-tools]] [[qbsp]] supports detail brushes which are similar in concept to Quake 2’s detail brushes.  
 
[[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.
 
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|fence textures]] will alpha-mask the #255 colored parts of that texture render those parts invisible.
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This classname used on brushes textured with [[Textures#fence_textures|fence textures]] will alpha-mask the #255 colored parts of that texture rendering those parts invisible.
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==Detail variants==
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func_detail_illusionary
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func_detail variant with no collision (players / monsters / gunfire) and doesn’t split world faces. Doesn’t cast shadows unless enabled with "_shadow" "1". Useful for hanging vines. Still creates BSP leafs, which is unavoidable without a new .bsp file format.
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func_detail_wall
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func_detail variant that 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.
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func_detail_fence
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Similar to func_detail_wall except it’s suitable for fence textures, never clips away world faces. Useful for fences, grates, etc., that are solid and block gunfire.

Revision as of 23:40, 21 October 2018

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 fence textures will alpha-mask the #255 colored parts of that texture rendering those parts invisible.

Detail variants

func_detail_illusionary func_detail variant with no collision (players / monsters / gunfire) and doesn’t split world faces. Doesn’t cast shadows unless enabled with "_shadow" "1". Useful for hanging vines. Still creates BSP leafs, which is unavoidable without a new .bsp file format.

func_detail_wall func_detail variant that 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 except it’s suitable for fence textures, never clips away world faces. Useful for fences, grates, etc., that are solid and block gunfire.