func_detail displacements

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Hm, in the process of making some of my roofs displacements i seem to have overlooked the fact that some of them were already assigned as func_details. I only realised this yesterday when i selected one of these displacement roofs and noticed it was grouped to a bunch of other func_details...

Is this going to be a problem when i compile? Will i need to redo the brushes and displacements again? Or will i be ok?
 

nossie

L3: Member
May 9, 2008
107
4
im pretty sure that displacements shouldnt be func details... not too sure. but instead of just deleting all the brushes u can move them all back to the world but going into one of the menus cant remember which one... then just reselect the ones you want a func_detail them again :)
 

Jacfu

L1: Registered
May 27, 2008
10
1
yes, select those displacements and move them to world, tying displacements to an entity will stop hammer compiling your map. Having just one displacement tied to func_detail will give you hassles.
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
destry the displacements and u will get a brush
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Don't destroy the displacement just select it and hit the 'toWorld' button at the right of the screen and everything will be fine (displacements arent allowed to be tied to any entity at all and will stop the compile process dead.)
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
(displacements arent allowed to be tied to any entity at all and will stop the compile process dead.)

This is what i feared. Not that it doesn't make sense to be that way. You know i've been mapping for Half Life for 8 years and i never knew what "toworld" actually did D:

You learn something new every day!