What function brushes do NOT generate visleafs?

imacatlolol

L1: Registered
Feb 21, 2015
2
0
[Solved] What function brushes do NOT generate visleafs?

^Title
I'm making a map wherein there's a massive glass wall that separates one section of the map from the other (not practical for a normal map, but I'm just testing some ideas). When you hit a button, the glass wall turns opaque (or, rather, gets switched with a different wall with a different texture). I've managed to get this part to work, but I was hoping to cut a lot of holes in it (10+ holes for sniping spots, etc).

From what I understand, portals generate at every edge of a brush, and I was hoping to avoid this as the compile time is already quite long (for all I know, all of those holes could make it take hours to compile). Also, I can't set it to a func_detail as I see no way to enable and disable it (or name it to begin with).

So, what brushes can I use to make this work, and generate no visleafs?
 
Last edited:

Idolon

they/them
aa
Feb 7, 2008
2,107
6,116
Only world brushes will generate leaves. If you tie a brush to any kind of entity, it will act like a func_detail in that it doesn't make any new leaves (excluding entities that are specifically related to optimization).
 

imacatlolol

L1: Registered
Feb 21, 2015
2
0
Only world brushes will generate leaves. If you tie a brush to any kind of entity, it will act like a func_detail in that it doesn't make any new leaves (excluding entities that are specifically related to optimization).

Thanks! I'm pretty new to Hammer, so that's good to know. :D
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
The entire reason func_detail exists is to have an entity that does nothing.

Like ido said, every entity already has the properties of func_detail except for entities used specifically for optimization.
Not to be excessively pedantic, but since you're getting borderline technical I want to mention that's kinda incorrect and misleading. Func_detail is not an entity and other (real) entities do not share anything with them. The only thing similar is that neither have their brushes stored with the world brushes, which is why they are ignored - the BSP tree creation only calls up the world brushes. Detail brushes are all stored together in their own lump that for all intents and purposes functions just like world brushes (thus why decompiles cannot restore func_detail groupings). Brush entities have their corresponding sets of brushes turned into a "model" and stored as a group in another lump, thus allowing the engine to handle multi-brush moving entities with ease.