Could I hack non-solid func_details into the FGD?

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
As you know, func_detail is an "internal entity", meaning it just tells VBSP to ignore those brushes when calculating vis and otherwise treats it like regular world brushes. It doesn't count towards the entity count, nor go invisible when you clip outside the map, the way func_brush does. Unfortunately, unlike displacements, func_details have no option to be non-solid. Would it be possible to add that ability with an FGD tweak? Either by modifying the entity's existing attributes or by creating a new internal entity with otherwise identical properties.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Aren't the individual vertices in displacements world geometry too, though?
 

henke37

aa
Sep 23, 2011
2,075
515
Detail geometry get special treatment in the bsp too.
 

Frosty Scales

L2: Junior Member
Mar 22, 2015
93
30
modifying the FGD doesn't actually modify the entity, the FGD is just the guide for hammer to show you the entities and what the keyvalues are, if you add something that doesn't exist in the game to the FGD, it will just be invalid.
 

Powerlord

L3: Member
May 8, 2010
127
60
modifying the FGD doesn't actually modify the entity, the FGD is just the guide for hammer to show you the entities and what the keyvalues are, if you add something that doesn't exist in the game to the FGD, it will just be invalid.
This.

All non-internal entities have backing objects in the C++ code that define their properties and such.