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Difference between revisions of "func detail"

From Quake Wiki

(Comparison with GoldSrc func_detail)
(Comparison with GoldSrc func_detail: Remove section that has a misinformed understanding of VHLT's func_detail (level 0 is structural there))
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'''<span id="func_detail_illusionary"></span>{{code|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 {{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.
 
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 ===
 
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>
 
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)
 
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_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.
 

Revision as of 00:10, 15 January 2024

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.