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Mouse</DIV>
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Mouse</DIV>
<DIV class=quotetext>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.
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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.
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Except for the fact that they cut down on compile times drastically and also cut down r_speeds, yeah they're pretty useless.
::rollseyes::
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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.
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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. :sad: