Advantages of func_detail over func_lod?

Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
I'm curious, which should I use for detailing? I know that func_lod doesn't add to the t-junctions, but is there any disadvantages towards using it for all detailing?
 

Toomai

L3: Member
Apr 14, 2011
129
144
I believe stickybombs cannot attach to func_lod. That's a pretty serious downside and will confuse the booze out of Demomen if you have any significant geometry using it.
 
Jan 8, 2011
397
393
confuse the booze out of Demomen

applause1.gif
 

henke37

aa
Sep 23, 2011
2,075
515
I think func_lod counts as an entity at runtime, but func_detail does not.
 

phi

aa
Nov 6, 2011
832
1,815
If you're going to be using func_lod for any reason, reserve it for out-of-bound detail pieces and tiny faraway details that can't be accessed.
The only reason I would use it as of now is if your 'waterindices' count on compile is over 90% (as it was for Edifice). The waterindices count, from what I know, is mainly the result of func_details touching/intersecting world geometry and turning some func_details into func_lods will lower this count. Just keep in mind the problems listed above when using lods.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
If you're going to be using func_lod for any reason, reserve it for out-of-bound detail pieces and tiny faraway details that can't be accessed.
The only reason I would use it as of now is if your 'waterindices' count on compile is over 90% (as it was for Edifice). The waterindices count, from what I know, is mainly the result of func_details touching/intersecting world geometry and turning some func_details into func_lods will lower this count. Just keep in mind the problems listed above when using lods.

We ran into this problem with Stoneyridge too. Fixed it with a combination of func_lod and func_brushes. In spawn rooms where there isn't going to be combat is another good place to sneak a few in.
 

JeanPaul

L6: Sharp Member
Aug 5, 2010
284
279
If you're going to be using func_lod for any reason, reserve it for out-of-bound detail pieces and tiny faraway details that can't be accessed.
The only reason I would use it as of now is if your 'waterindices' count on compile is over 90% (as it was for Edifice). The waterindices count, from what I know, is mainly the result of func_details touching/intersecting world geometry and turning some func_details into func_lods will lower this count. Just keep in mind the problems listed above when using lods.

Just FYI here: Most black mesa maps are at like 300% waterindicies :p

Not something you really have to worry about (unless it fucks with something in multiplayer servers?)
 

phi

aa
Nov 6, 2011
832
1,815
Just FYI here: Most black mesa maps are at like 300% waterindicies :p

Not something you really have to worry about (unless it fucks with something in multiplayer servers?)

I've been under the impression that having a waterindices count of over 100% causes the map to refuse compiling. It could be the version of Source that TF2 uses compared to the version that Black Mesa uses that enables it to go over 100% waterindices.
I've never actually had a map go over 100% in TF2, though, so if anyone could validate these claims it would be nice.
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
I feel like we ran into some sort of issue that delayed us releasing RC1 because of it, but I don't remember if it was an actual problem, or if we just wanted to get away from the "limit."

edit: It's more of a way to gauge T-Juncts. Having too many will stop compiles, afaik.
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
You can't place overlays onto func_lods either. Well I mean you can do it, but they won't be visible in the compiled map. Just in case anyone was wondering.