This is an illustration of the tessalation causing cubemap bugs. I
believe that this is the same issue mentioned by a couple other level
designers within the last month or so.

http://spektre.dynalias.com/maps/func_detail/abyss_010000.jpg
http://spektre.dynalias.com/maps/func_detail/abyss_010001.jpg
http://spektre.dynalias.com/maps/func_detail/abyss_010002.jpg
http://spektre.dynalias.com/maps/func_detail/abyss_010003.jpg
http://spektre.dynalias.com/maps/func_detail/abyss_010004.jpg

Talia

Jay Stelly wrote:

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?

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