convert func_detail back to brush?
Quote from Freax on August 27, 2011, 10:33 amHi!
I started mapping 3 days ago, and already this forum has been extremely helpful! Thanks for that!
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But now I have a question were I couldn't find an existing answer (probably I simply used the wrong search terms...)
More or less accidentally, I build most of my map out of "func_detail"s (somewhere I must have created one, and since I create new walls oder parts mostly by simply copying an existing one, this carried on through the map). Is this bad?
I read the article in the Valve Wiki, but I am not so sure what the consequences are. Most areas of my map have large glass walls between them, so there probably isn't much to get in terms of saving processing power? Are there other problems that may occur?
Is there an easy way to convert func_details (or other kinds of brushes converted to entities, like fizzle-fields) back to basic shapes?thanks in advance,
Freax
Hi!
I started mapping 3 days ago, and already this forum has been extremely helpful! Thanks for that!
But now I have a question were I couldn't find an existing answer (probably I simply used the wrong search terms...)
More or less accidentally, I build most of my map out of "func_detail"s (somewhere I must have created one, and since I create new walls oder parts mostly by simply copying an existing one, this carried on through the map). Is this bad?
I read the article in the Valve Wiki, but I am not so sure what the consequences are. Most areas of my map have large glass walls between them, so there probably isn't much to get in terms of saving processing power? Are there other problems that may occur?
Is there an easy way to convert func_details (or other kinds of brushes converted to entities, like fizzle-fields) back to basic shapes?
thanks in advance,
Freax
Quote from ForbiddenDonut on August 27, 2011, 10:49 amThe Source Engine has a requirement that your map must be completely sealed with world brushes. In the event that this is not true, whether due to a hole or a func_detail "pretending" to be a world brush, the map will leak and cause the compiler to forfeit important processes. What is generally recommended is that you use world brushes for your outer most walls and don't put a box around your map.
To convert entity brushes (including func_detail) back into world brushes - select the brushes using shift-click and press the "To World" tab on the right-hand panel.
The Source Engine has a requirement that your map must be completely sealed with world brushes. In the event that this is not true, whether due to a hole or a func_detail "pretending" to be a world brush, the map will leak and cause the compiler to forfeit important processes. What is generally recommended is that you use world brushes for your outer most walls and don't put a box around your map.
To convert entity brushes (including func_detail) back into world brushes - select the brushes using shift-click and press the "To World" tab on the right-hand panel.
Quote from satchmo on August 27, 2011, 10:33 pmYou simply cannot make the entire map out of brush entities. Like FD said, you cannot seal your map with entities.
In addition, visibility control would be out of the window. Without any world brushes, the entire map would be rendered at all times. That could drastically drag down performance (framerates) of your map.
Lastly, to convert brush entities back to world brushes, you do not need to click any menu items. Select all the brushes entities you want to convert back to world, and press Ctrl-Shift-W.
Just like that, all the brush entities would return back to the world.
You simply cannot make the entire map out of brush entities. Like FD said, you cannot seal your map with entities.
In addition, visibility control would be out of the window. Without any world brushes, the entire map would be rendered at all times. That could drastically drag down performance (framerates) of your map.
Lastly, to convert brush entities back to world brushes, you do not need to click any menu items. Select all the brushes entities you want to convert back to world, and press Ctrl-Shift-W.
Just like that, all the brush entities would return back to the world.
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Quote from NunamedDragon on August 28, 2011, 7:17 amTo turn a func_detail back to a normal brush select the entity and press Ctrl-Shift-W. I think
To turn a func_detail back to a normal brush select the entity and press Ctrl-Shift-W. I think

Quote from Freax on August 28, 2011, 7:51 amYeah, now I ask myself why I didn't think of trying the "toWorld"-Button... kinda obvious.
Thanks everyone!
Yeah, now I ask myself why I didn't think of trying the "toWorld"-Button... kinda obvious.
Thanks everyone!