func_detail displacements

Discussion in 'Mapping Questions & Discussion' started by grazr, Jul 28, 2008.

  1. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    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?
     
  2. nossie

    nossie L3: Member

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    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 :)
     
  3. Jacfu

    Jacfu L1: Registered

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    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.
     
  4. Spike

    Spike L10: Glamorous Member

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    destry the displacements and u will get a brush
     
  5. YM

    aa YM LVL100 YM

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    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.)
     
  6. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    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!