Prop Entity or Func_detail Brush?
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Re: Prop Entity or Func_detail Brush?
Posted by DocBadwrench on Fri Jan 28th at 1:09am 2005


The following image is a small section of the wall of my long depot hallway. I've been wondering what the most efficient way of creating my I-beam effect.


Should I use the prop or create it with brushes and set it to func_detail? I would have a bunch of these things (probably 35 or so along the hallway, making up the skeletal framework).

Thanks in advance.




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Re: Prop Entity or Func_detail Brush?
Posted by omegaslayer on Fri Jan 28th at 1:56am 2005


With prop do you mean modeling (If you know how then go for it) if you dont then a func_detail is fine also.
[addsig]




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Re: Prop Entity or Func_detail Brush?
Posted by Leperous on Fri Jan 28th at 11:03am 2005


Depends what you mean by efficient; the game would render a model faster, but your BSP would be that extra bit larger for other people to download, and tbh that's such a simple little object making it a func_detail is fine.





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Re: Prop Entity or Func_detail Brush?
Posted by Paladin[NL] on Fri Jan 28th at 12:22pm 2005


Func_detail could be a better choice, since they are the easiest entities to render for the engine, on lower machines however, they wouldn't be drawn at all, so it's mostly up to you, should all players be able to see them, or you want to go for a high visual effect...



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Re: Prop Entity or Func_detail Brush?
Posted by Sp3ctre on Fri Jan 28th at 1:19pm 2005


I sugest the brush.
Looking at your image, i think creating a prop for that would be a waste of work.
Plus you should be able to create props, textures and uvmaps for it....




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Re: Prop Entity or Func_detail Brush?
Posted by DocBadwrench on Fri Jan 28th at 4:24pm 2005


Thanks guys. Though the design of my hall has changed a bit, I think I understand the differences a little better now. Thanks so much!




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Re: Prop Entity or Func_detail Brush?
Posted by Finger on Sat Jan 29th at 5:20am 2005


? quoting Paladin[NL]
Func_detail could be a better choice, since they are the easiest entities to render for the engine, on lower machines however, they wouldn't be drawn at all, so it's mostly up to you, should all players be able to see them, or you want to go for a high visual effect...

Since when has this been the case? No offence, but this is a questionable statement, and certainly the first I have heard of. Can you back this up with some documentation? As far as I know, func_details are rendered, no matter the system specs. Now.... detailed brushes such as grass and 'decals' (which in some sense are brushes, since they are textures drawn on polygonal faces) are scalable details that lower end systems lose. Maybe this is what you meant?






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