'func_detail' - how to use?

  • Thread starter Thread starter elroy
  • Start date Start date
E

elroy

Guest
I've read up on just about everything I can find about using 'func_detail' - when, why and whatnot.. But the thing I can't find is HOW to use it.. where is it? Do i add an entity and then perform some jiggery-shakery to 'attach' it to my complex brush/group?

When I look through the entities list there's only two entries (the ladder ones) - so where exactly does one find this mythical 'func_detail' beast?

thanks

~elroy
 
select your brushes you plan to turn into one, then tie to entity and search for the func_detail type in the properties that pops up.
 
i have func_detail my default brush entity, so when i click on a brush i just do ctrl-T, and boom its a func_detail, works out good since i use it the most out of any brush entity. no jiggery-shakery needed heh
 
AH - Ok, I found it.. for anyone else as stupid as me - you select the brush and then use the TOOLS menu to select 'tie to entity' <--- that's the bit that was causing me grief.

Thanks for the assistance guys, appreciated.

~ elroy
 
elroy said:
AH - Ok, I found it.. for anyone else as stupid as me - you select the brush and then use the TOOLS menu to select 'tie to entity' <--- that's the bit that was causing me grief.

Thanks for the assistance guys, appreciated.

~ elroy
or press ctrl+t

or right click when they are selected and click tie to entity

or click on the button on the right.
 
Yeah - It all makes sense now - But earlier I was adding an entity near the brush and trying to work out how to tie IT to the brush... Now I realize how stupid that was, but being totally new to Hammer/Steam editing I had no other point of reference when it came to dealing with 'entities'.

Again guys, I appreciate the assistance and hope that this thread can help others looking for the same answers that I was.

~ elroy
 
LINK?

That's the only link I can find at a quick glance - but there were others.. just run a search through google for "func detail" or "func_detail" and you'll turn a few more up - that's all I did.

(It'll help refine your search to add: hammer)

EDIT: ok - the linky no worky - here's the gist of it:

An entity that turns it's brushes into detail brushes. Detail brushes do NOT contribute to visibility in the PVS. World geometry is not clipped to detail brushes, so if you have a small detail clump attached to a wall, the wall won't be cut up by the detail brush.func_detail is great for high-frequency brush geometry that's visual detail only. It's also ideal for reducing map VIS time.

~ elroy
 
interesting....so when you compile, if you have intersecting brushes, hammer cuts them up?
 
It's in the SDK documentation, here.

I love how it says you can put 10,000s of them. :rolling:
 
i.e. if you have a floor with a box on it as a normal brush, the floor is cut into (at least) 4 BSP cuts/polygons around the box. If the box is detail, the floor isn't cut.
 
OOPS. I thought we were talking about prop_details. :eek: Forget what I said.
 
Yeah, func_details are insanely important. Use it when an object is at very strange angles on whatever surface it's touching. Also use it when you have things like a cylinder for a pillar.
 
I have built a flight of stairs....

It has sent my compile time through the roof. Should i attach a func_detail entitiy to each step?
 
Ideed! Make the stairs a group and then func_detail the whole lot in one go!
 
elroy said:
Ideed! Make the stairs a group and then func_detail the whole lot in one go!

No need to group them, just select and ctrl+t :)

PS: never use func_detail for brushes that close off areas (walls etc) because entities don't block VIS.
 
so, if you use too many func details like for walls and stuff, visibility goes nuts and you are rendering stuff you cant see?

Is that the only downside to func_details? What about sealing the map from leaks?
 
Triggerhappy41 said:
so, if you use too many func details like for walls and stuff, visibility goes nuts and you are rendering stuff you cant see?

Is that the only downside to func_details? What about sealing the map from leaks?

You can't seal a map from leaks with func_details. The vis just sees straight through them.

So if you had a room split into 2 with a wall that was a func_detail. If you were in the first room and couldn't see the second room, the engine would still be rendering the second room even though it's behind the wall.

Type "mat_wireframe 3" into the console to see what the engine is rendering and do some tests using func_details then not using them.
 
ah, i learn something everyday.

I compiled and ran each and every one of the vmfs made by valve. Interesting stuff about Hint brushes and func details and stuff.
 
Func_detail brushes and BuildFaceLights

In response to your first question about func_detail brushes, I have also noticed that if I use a 'light_environment' with about 1500+ triangles' worth of func_brushes, my BuildFaceLights slows down tremendously. I have also noticed that my BuildVisLeafs also have a longer compile time; however, the wait time is only about one-quarter as long as BuildFaceLights. Total compile time is about four minutes.

My current workaround is to temporarily replace the 'light_environment' entity with the 'light' or 'light_spot' entity and set the 'Constant' property to '1'. Compile time is about 30 seconds after replacing the 'light_environment'.

I am unsure if there is a setting I missed that allows me to optimize the compile time for 'light_environment'. Does anyone else have this issue?

Computer Specs:
Pentium 4 2.8GHz HT
768MB 2100 RAM
ATI Radeon 9800 Pro 128MB
 
It really isn't an "issue" at all. Light environments tend to cast light onto lots of faces (large outdoor areas), and therefore need time to do all those calculations. Besides 4 minutes is very speedy; some compiles can take hours or days even. However if that is the case it is often a result of sloppy map construction/bad vis-blocking. And I'm wondering why you have 1500+ triangles worth of func_brushes... what exactly are you making out of those?
 
so... is there a downside to using it on ALL brushes? or only strangely positioned ones?
 
Kevnadian said:
so... is there a downside to using it on ALL brushes? or only strangely positioned ones?

Well, it's no problem using them on all brushes that DONT have to block VIS. Don't use it for walls that seal of areas or the border of your map. Typical uses: stairs, pillars, rotated brushes, arches etc.
 
Func_brushes for adding depth

JFry, to answer your question about what I am using the func_brushes for:

I am trying to add depth wherever possible so that my level doesn't look flat. For instance, sometimes I cut out a few tiles on a floor with a tile texture. (The floor beneath the holes in the tile are not func_brushes.) Adding a brick arch just above a window is always nice for a splash of variety.

There are other things I do to "ordinary" flat BSP in order to add depth and the faces just seem to add up rather quickly.

I guess I'll just have to find a good balance between using props and func_brushes...as I am still new to both Hammer and level editing, in general.

Thanks for the reply.
 
Back
Top