func_brush?

Laz

L420: High Member
Jul 5, 2008
461
35
I came across a func_brush in an official map.

I know why we used to use func_wall and stuff, but I thought that was what func_detail is for now?

so my question, func_brush VS func_detail, what's the difference, when to use and why?
 
T

The Asylum

I think what func_detail does is it takes some of the pressure off of having the engine render whatever it is, essentially telling the game "Hey, this stuff here? Yeah, don't bother fully rendering this, it's unimportant"

func_brush, because you can give it a name, can be used for a ton of fun stuff. Invisible walls, visible but intangible walls, be sent kill inputs, etc.
 

Spacemonkeynz

L5: Dapper Member
Jan 31, 2008
234
52
func_brush is to prop_dynamic as func_detail is to prop_static

basically, if a brush just sits there and looks pretty, make it a func_detail.
But if you want it to do something (parent it, kill it, toggle it etc.) func_brush gives you the inputs to do these things.
 

What Is Schwa

L6: Sharp Member
Jan 13, 2008
375
445
The only reason we func_detail everything is because the engine ignores func_details when assembling vis_leaves. If you don't know what vis_leaves are you REALLY need to read a tutorial about map optimization.

Here is the dev wiki page on Map Optimization that explains a lot of the terms.

Here is the specific page discussing how the engine creates vis_leaves.

If the object isn't supposed to block the players vision than func_detail it. This will reduce your compile time and file size.
 
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Laz

L420: High Member
Jul 5, 2008
461
35
no worries, I have known about vis leafs for a looooong time and how they work :) I was just wondering what func_brush did. last time I seriously mapped was for counterstrike beta 5 (about 10 years ago)