Prop Entity or Func_detail Brush?

Prop Entity or Func_detail Brush?

Re: Prop Entity or Func_detail Brush? Posted by DocBadwrench on Fri Jan 28th 2005 at 1:09am
DocBadwrench
42 posts
Posted 2005-01-28 1:09am
42 posts 4 snarkmarks Registered: Jan 17th 2005 Occupation: Administrative Location: USA
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.

User posted image

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.
Re: Prop Entity or Func_detail Brush? Posted by omegaslayer on Fri Jan 28th 2005 at 1:56am
omegaslayer
2481 posts
Posted 2005-01-28 1:56am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
With prop do you mean modeling (If you know how then go for it) if you dont then a func_detail is fine also.
Re: Prop Entity or Func_detail Brush? Posted by Leperous on Fri Jan 28th 2005 at 11:03am
Leperous
3382 posts
Posted 2005-01-28 11:03am
Leperous
Creator of SnarkPit!
member
3382 posts 1635 snarkmarks Registered: Aug 21st 2001 Occupation: Lazy student Location: UK
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.
Re: Prop Entity or Func_detail Brush? Posted by Paladin[NL] on Fri Jan 28th 2005 at 12:22pm
Paladin[NL]
157 posts
Posted 2005-01-28 12:22pm
157 posts 56 snarkmarks Registered: May 4th 2004 Occupation: Student/mapper Location: Netherlands
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...
Re: Prop Entity or Func_detail Brush? Posted by Sp3ctre on Fri Jan 28th 2005 at 1:19pm
Sp3ctre
27 posts
Posted 2005-01-28 1:19pm
Sp3ctre
member
27 posts 23 snarkmarks Registered: Dec 11th 2004 Occupation: Student Location: Italy
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....
Re: Prop Entity or Func_detail Brush? Posted by DocBadwrench on Fri Jan 28th 2005 at 4:24pm
DocBadwrench
42 posts
Posted 2005-01-28 4:24pm
42 posts 4 snarkmarks Registered: Jan 17th 2005 Occupation: Administrative Location: USA
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!
Re: Prop Entity or Func_detail Brush? Posted by Finger on Sat Jan 29th 2005 at 5:20am
Finger
672 posts
Posted 2005-01-29 5:20am
Finger
member
672 posts 1460 snarkmarks Registered: Oct 13th 2001
<DIV class=quote>
<DIV class=quotetitle>? quoting ]Paladin[NL]</DIV>
<DIV class=quotetext>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...</DIV></DIV>

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?