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difference between brush and detail brush?

Posted: Sun Feb 15, 2004 1:29 am
by Q with no A
well i was reading another topic and it said how you could turn a brush into a detail. What would the difference be besides less amount of visbytes (or whatever its called) ?

compile time

Posted: Sun Feb 15, 2004 6:26 am
by tltrude
It takes less time to compile the map if some of the brushes are detail brushes (look green in 2d view). Just making steps and ramps detail will cut the compile time by hours.

The hot key is Ctrl + Shift + D. You can filter out detail brushes with hot key Ctrl + D. Don't go crazy and make everything detail.

Posted: Wed Feb 18, 2004 4:16 pm
by ziptie2k2
Exactly what tltrude said, whenever you have brushes in your map that dont need to be used to obstruct a view of another part of the map ie stairs, trim around doors, small boxes and such you can make these detail. Take a look at the vis_leafgroups tut on this site, and also check out the "vis for dummies" by the storm (link at the top of the vis_leafgroups tut page). That will help explain most of it.

Posted: Wed Feb 18, 2004 6:34 pm
by indiana_tim_d
would that include the clip brushes you put around non-solid objects? In my current map I've used, among other things, a basket - because it's non-solid I've put a wood clip brush around it. Should I make that clip brush a detail?

Posted: Wed Feb 18, 2004 6:45 pm
by ziptie2k2
I am still somewhat a noob, but I believe that once the clip texture is added to the brush it is no longer structural or detail. I could be wrong, and if so I will be corrected soon. :wink: If I am correct, than I think this also applies to the other clip brushes, and I think once a func_door or window is used that also changes the brush. Good ? I cant wait for the more experienced m8's to chime in :D

Posted: Wed Feb 18, 2004 7:05 pm
by M&M
this is just the topic ive been wanting 2 ask about but was 2 lazy 2 make a post :oops: .anyways,from the tuts i understood that brushes are made detail if they have no usefulness in blocking sight from one area 2 another (or something along that line),i have in my map ,small and short walls that block eye sight from one portion of the map 2 another,but when u go a little higher (on a tower) u can c over the wall,should that wall be made detail or not?and what happens when u make all ur map detail ?

Posted: Wed Feb 18, 2004 8:59 pm
by ziptie2k2
the "vis for dummies" tut by the storm is very good at explaining this. Basically what I get out of it is when U have a structural brush the engine uses this brush and calculates everything that can be seen and not seen from all different angles. Therefore when you have multiple small brushes it inturn has to calculate the vis for every single one. You can make your whole map detail if I understand it correctly, as long as you have a skybox around the entire map, and vis_leafgroups to tell the engine what it needs to know. And if you dont tell it, then it will draw the entire map at all times. fps=very bad. There are many out there that know alot and I'm sure they will offer more solid advice than I can :wink:

Good luck

Posted: Wed Feb 18, 2004 9:10 pm
by M&M
hmmm!!!,well something that i know 4 fact is that the engine draws everything unless there are area portals or manvis(am i wrong?).so whats the difference in making all the map detail and not making it all detail.and my 2nd question is should short walls that block visiblity from the ground only but not on a tower be detail?

Posted: Wed Feb 18, 2004 9:26 pm
by ziptie2k2
Well I'm getting in too deep here, so I will back out and wait for the experts to add there comments. I dont know enough about this yet to help you without worrying about giving you bad advice.

Posted: Wed Feb 18, 2004 9:33 pm
by M&M
lol :D

(sry 4 this meaningless post)