>From reading the code, and looking at alot of info on
peoples ideas of how the detail brush works, its only
used in the complier

If you place a func_detial as a hull brush, the level
will not leek (So i have been told).

How ever, let me get home, and look at the code some
more, and see why the tools do this.

AND CST will do that, becuase its based on the v
tools, so all code that was in the v tool is in cst,
how ever, its just faster, and some times looks
better.

I use the de_coble map for my control, so not
everything is used in that map, but its a good map to
use, becuase it has a wide use of many entities, and
such.

Adam


--- Spektre <[EMAIL PROTECTED]> wrote:

>
http://developer.valvesoftware.com/w/index.php?title=Image:Func_detail_face_splits.jpg&rcid=16412
> That's an image of several func_detail pillars that
> are up against a
> world brush wall. It splits the triangles on the
> wall a whole lot more
> than necessary.
> Ok, I've tested this both under CST and Valve's
> tools, it happens the
> same way in both. I've noticed this cause some nasty
> bugs with cubemaps
> for some mappers. There's also a known workaround
> for this; you sink the
> func_detail into the worldbrush face a unit or two,
> and it won't split
> the face. I just wanted to make everyone aware of
> it.
>   The reason I'm posing this to both the coder and
> mapper list: Why does
> this happen? And is it an issue?
>
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>


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