Firstly no need to take a step back. Essentially you gave the correct answer.
I was merely sending you in a correct direction. Essentially func_detail and world geometry are exactly the same. To sum the BSP compile process up:
-Create World geometry (essentially your basic world brushes, excluding func_details)
-During the above process it splits faces as to satisfy a BSP tree structure.
-Make vis leafs based off of world geometry
-Add func_detail geometry and "move" it to the world.
-Parse brush entities in.
-Parse models in (prop_statics only at this point)
-Parse point entities in. (any other props)
...
-Fix t-juncs
...
So by the time you reach t-junc all detail and world geometry is considered the same.
I can quote soruces, but here is some "proof" (read: other SDK forums_
somewhereElse said:
These are indices that are stored to represent various tessellations that vbsp does. When they were first created they were only used to subdivide water meshes (that's why they are often referred to as water indices). In HL2, they are only used to fix cracks in the world. Normally each face is fan-tessellated, so no indices are stored, but with several t-junctions on the face's edges this is often not possible and a separate tessellation is generated and stored.
t-junctions are edges with more than two collinear verts. This happens when dissimilar geometry meets sharing an edge, vbsp automatically adds all verts along the edge to each polygon sharing the edge to avoid cracks. vbsp has a -notjunc option that will skip this process, but that will leave you with cracks in your level. You probably want the t-junctions fixed. Cracks usually look like sparkling edges (bright pixels in the skybox showing through).
Got it from
here
SO they are closely tied together.
And to correct my use of terms, its not intersections, but rather the common indices's that two brushes share. Simply put: its going to occur when you have too many brushes in your level regardless of brush/func_detail amounts.
Essentially I can see making things func_detal could help. BUT the effect would be minor. Not only that if you have too many func_details your going to get the MAX_MAP_ENTITIES error, (which is a compiler 'miss code' rather than an engine limitation).
Essentially you were right Riven, the only difference is moving brushes to func_detail isn't going to impact it that much because it'll still have the same number of indices's to fix up.
Posting And You