Re: Lots of windows, how should I make it?
Posted by CPS on
Tue Dec 7th 2004 at 6:35am
CPS
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Nov 21st 2004
Location: USA
Thank you for that info, I will do that. And yes it is a school map, actually a project for a class, but it will make a pretty nice CSS/HL2 level when it is done, although it will be kind of big.
One other thing, should the brushes between these windows be func_detail? Thanks.
Re: Lots of windows, how should I make it?
Posted by Nanodeath on
Tue Dec 7th 2004 at 4:15pm
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Nov 11th 2004
Occupation: Student - Bioengineering
Location: Seattle, WA, USA
"In a nutshell, if the func_wall doesn't have a name or any kind of special rendering property, just convert it to a func_detail. The func_detail entity is new in Source. It is basically a func_wall which has no special render properties or any other properties. Like any brush entity, they do not block visibility. There is one exception about func_detail and render modes. If you are using a Half-Life 1 rendermode SOLID (an old "{" texture) then go ahead and convert the brush to a func_detail. It will automatically be rendered as it should be."
I thought they were just entities that faded out in the distance...like grass. Though technically that could be any entity, so. I think you want either plain ol' brushes or func_brush, since you DO want them to block visibility.
Re: Lots of windows, how should I make it?
Posted by JFry on
Tue Dec 7th 2004 at 8:35pm
JFry
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I don't think having them as world brushes would be worth it really, they wouldn't do much vis-blocking. I think the best thing to do would be to turn them into func_detail, so they don't split faces.