-----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?
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Lead Programer NightFall http://www.nightfallmod.net/
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