? quote:
Indeed, detail brushes are amazing things. I used them for trims, entire buildings, walkways, stairs. The whole gas station in my map was all detail brushes. Also, the whole broken building, which is actually about 7 or 8 different brushes, is all func_detail.
Detail brushes blow ass. All they do is reduce compile time, which means jack to me at this point. While making my map I determined that they still split faces of other brushes if you line their edges up with the edges of world brushes. I have all these 'detail' trims and rubble that still split up all the faces of the walls and ground around them, so they're pretty worthless in my book.
Except for the fact that they cut down on compile times drastically and also cut down r_speeds, yeah they're pretty useless.
::rollseyes::
Except that if you read what I posted you'd know that everything you just said was redundant. Not only did I agree saying it reduced compile times but I also stated that they do not reduce 'r_speeds' because they still split regular faces. Way to argue your point by stating the opposite of what I said.
When I look at my map using mat_wireframe 2 (which shows how all the faces are split into little triangles throughout the map) I can clearly see detail brushes splitting faces where they shouldn't be. Give me a bit and I'll edit this post with pictures to show what I'm talking about.
BTW You are so wrong about the number of info_player_starts to put in a map. Nothing like asking for unnecessary telefragging.
:::EDIT:::
Ok, I'm going to prove that I'm not crazy. This is a tiny section of my map that shows what I'm talking about perfectly. I think the splitting only occurs when a face of the func_detail is exactly parallel and touching a world brush, so there are still uses for them in certain situations (just not in the situations I need them for this map)
nothing


world


func_detail


func_brush


Notice the similarities between the world and detail pictures. Also notice the similarities between the nothing and brush pictures.
Now, I believe that if I were to move this brush one unit away from all those edges it wouldn't split faces, but that's pretty useless to me for this brush. I couldn't believe this when I saw it because I was certain that I read in the docs that the whole point of the func_detail was to have the properties of a func_brush without the entity crap and to prevent unnecessary face splitting. Turns out that's only partially true. 
[addsig]