Grouping of func_detail brushes
Quote from Robdon on July 1, 2011, 2:06 pmHi,
So, I just learnt that it helps performance etc to make any brushes in my map, like random blocks, interior walls etc, as func_detail, to reduce the number of visleafs.
So, I went through my map, and started tying then to func_detail.
However, I noticed that some of the brushes are now 'grouped' together, in that when I select 1 others also get selected.
Its because of the way I tied them to fun_detail. Sometimes I would select multiple items and then press CTRL-T, and this seems to group them.
The normal 'group/ungroup' functionality doesn't seem to do much with them.
So, my questions are.
Firstly, how to I un-group them easily. The only way I've found is to change the group back to 'Move to World' and then select them individually and re-CTRLT them.
Secondly, is it 'good' to have them all grouped together like this, for performance/memory etc? If so, I should group more of them.
Thanks,
Rob.
Hi,
So, I just learnt that it helps performance etc to make any brushes in my map, like random blocks, interior walls etc, as func_detail, to reduce the number of visleafs.
So, I went through my map, and started tying then to func_detail.
However, I noticed that some of the brushes are now 'grouped' together, in that when I select 1 others also get selected.
Its because of the way I tied them to fun_detail. Sometimes I would select multiple items and then press CTRL-T, and this seems to group them.
The normal 'group/ungroup' functionality doesn't seem to do much with them.
So, my questions are.
Firstly, how to I un-group them easily. The only way I've found is to change the group back to 'Move to World' and then select them individually and re-CTRLT them.
Secondly, is it 'good' to have them all grouped together like this, for performance/memory etc? If so, I should group more of them.
Thanks,
Rob.
Quote from KenJeKenny!? on July 1, 2011, 3:13 pmOn the right side of your screen there are 2 buttons; ToWorld and ToEntity
ToWorld turns every func_brush/detail or any kind of entity brush back into a normal brush.
And no, it doesnt really matter how you group your func_details.
On the right side of your screen there are 2 buttons; ToWorld and ToEntity
ToWorld turns every func_brush/detail or any kind of entity brush back into a normal brush.
And no, it doesnt really matter how you group your func_details.
Quote from Omnicoder on July 1, 2011, 3:16 pmfunc_detail are still just world brushes once compiled, they don't get entity entries in the bsp, so it doesn't make any difference how many different groups they're split up into.
Also, don't get too carried away making everything func_detail. If it's large enough or in the way that it should be blocking visibility don't make it a detail.
And before someone complains that they must be entities in the bsp because vmex/bspsource/my dog can decompile func_details in the vmf, it's because compiled bsps store properties such as detail and portalability as a bitfield, which, being a bitfield, takes up no more space in the file with or without a particular flag set.
func_detail are still just world brushes once compiled, they don't get entity entries in the bsp, so it doesn't make any difference how many different groups they're split up into.
Also, don't get too carried away making everything func_detail. If it's large enough or in the way that it should be blocking visibility don't make it a detail.
And before someone complains that they must be entities in the bsp because vmex/bspsource/my dog can decompile func_details in the vmf, it's because compiled bsps store properties such as detail and portalability as a bitfield, which, being a bitfield, takes up no more space in the file with or without a particular flag set.
Quote from Robdon on July 1, 2011, 4:33 pmOk thanks guys.
The reason I converted them to func_detail was because I have a roof 1/2 down my room that has lots of squarebeam_off_4x4 and bits of panels to make the roof look 'damaged'.
I was making all the panels func_detail, so they didnt cause too much of a problem.
Rob.
Ok thanks guys.
The reason I converted them to func_detail was because I have a roof 1/2 down my room that has lots of squarebeam_off_4x4 and bits of panels to make the roof look 'damaged'.
I was making all the panels func_detail, so they didnt cause too much of a problem.
Rob.
Quote from Vordwann on July 1, 2011, 4:35 pmYeah when you put little quarter panels on square beams, that's a good idea. Also, complex geometry and slanted objects are often made func_detail, as well as (said by Omnicoder), objects that don't mostly obstruct other parts of your map.
Yeah when you put little quarter panels on square beams, that's a good idea. Also, complex geometry and slanted objects are often made func_detail, as well as (said by Omnicoder), objects that don't mostly obstruct other parts of your map.
[spoiler][SP] Alternate[/spoiler]
Quote from DaMaGepy on July 2, 2011, 5:45 amjust when selectin a grouped func_detail for editing, instead of choosing group selection, choose solids, or use the ignore groups icon, if you just want to resize/move a single func_detail brush
just when selectin a grouped func_detail for editing, instead of choosing group selection, choose solids, or use the ignore groups icon, if you just want to resize/move a single func_detail brush