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detail or not detail
Posted: Mon Oct 14, 2002 4:00 pm
by WereWulfen
ok which is better set your brushes as detail or not to, and why
Not an easy question
Posted: Mon Oct 14, 2002 4:05 pm
by jv_map
On every map you need a mix of detailed brushes and structural brushes. Basically, you need to detail all things that don't block sight. This is not the whole thing though, but it's too complicated to explain right away. Take a look if you can find a good tutorial, there are plenty. I'll take a look too.
Posted: Mon Oct 14, 2002 4:12 pm
by brk_n_run71
Okay, this is a judgement call. You need structural brushes in you map for VIS blocking. If you make everything detail, the Q3 engine will be able to see your whole map. That is not a good thing!!!
Here is an example:
Build a room. Leave the six sides sturctural. Put some columns in it. These you can make detail, because they don't offer any VIS blocking value. Plus, you don't get BSP splits where the columns touch the floor and ceiling.
Basicly, detail brushes should be used for "ornamental" brush work, such as coulmns, girders, window frames, ect.... Walls that make up a buliding should never be made detail, becuase the Q3 engine will see through that wall and draw everything behind it. The result: crappy performance.
Go to a Quake III mapping site and read up on the BSP and VIS processes. It is very informative!!