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Forum: All Forums : Soldier of Fortune
Category: SoFII Editing, Gaming, and Design
Mapping, modeling, scripting, skinning and all forms of editing for the game Soldier of Fortune II
Moderators: foyleman, narc, ReverendTed, rEdrUmMDK, Foxhound, PleaseMYOB, batistablr, Welshy
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Author Topic: Detail Brushes
foyleman
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Category: SoFII Editing, Gaming, and Design
Posted: Tuesday, Apr. 13, 2004 07:16 am
I am not sure how the hint brushes are calculated in sofII... but I think it does matter if a hint brush is structural or detail.

Hint brushes should be calculated like a structural brush. One of their most import purposes is to create splits in nodes... nodes are created by intersecting brushes that cause divisions... these intersecting brushes are calculated from structural brushes and disregard detail brushes.

That was my understanding of the Quake 3 engine.
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StonedAvenger
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Category: SoFII Editing, Gaming, and Design
Posted: Wednesday, Jul. 21, 2004 10:41 pm

Quote:

"As long as you do not make the worldspawn floor detail that would really cause a problem."

Quote:


Any brush that is not otherwise an entity, is "worldspawn"...regardless of whether it's detail or structural. Most of your map is worldspawn. A brush being detail or structural has nothing to do with it being part of the worldspawn entity.

It is true that the "hull" of your map, any brushes that are exposed to the void, must be structural.

Entities are always detail anyway, except func_group I assume, those should be more or less ignored by the compiler in that sence. You don't need to mess with them.

Curves are also always details, and needn't/can't be altered.

ANY shader can have structural specified in the script. That means certian textures will always be structural. The entire brush must be textured with textures having matching parametes for it to work properly.

Hint brushes are structural (it's in the shader). So is caulk and a few other "tools" shaders.

When you first add a brush to the editor, it is set as structural. So you should generally only have to change it to detail if at all. If your unsure what should be detail and what should be structural, see my post in the sticky thread about r_speeds and r_tris (quite a few pages into it).
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