This is a common misconception. The world surfaces are not being split just tesellated differently (i.e. you'll have the same # of world surfaces whether you separate the func_detail from the wall or not). The code in vbsp adds the vertices to the base face to sew the edges and prevent cracks, so you're only increasing the triangle count of the tessellation of the wall. This has no effect on performance in any of the HL2 maps (I've measured) and prevents cracks that arise due to T-junctions.
I'm not aware of any problems this causes with cubemaps. Please post or send a map illustrating the bug so we can fix it. Jay > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Adam "amckern" Mckern > Sent: Wednesday, October 19, 2005 11:23 PM > To: [email protected] > Subject: Re: [hlcoders] Func_details and face splits > > 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:Fun > c_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? > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the > list archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -------- > > My Website http://www.ammahls.com > Lead Programer NightFall http://www.nightfallmod.net/ > Developer of CST and ZHLT 3.0 http://www.zhlt.tk > > This email has been sent from Adam McKern, and is not one of > the many spam bots that use my email address. > > If you receive an email that has not got this signature line, > please delate the email, and not respond in any way to it. > > > > > __________________________________ > Yahoo! Mail - PC Magazine Editors' Choice 2005 http://mail.yahoo.com > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list > archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

