Thread: Question with func_detail and rendermode?

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  1. #1
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Question with func_detail and rendermode?

    Hello everyone,

    who know to magicia with func_detail - if you have made window than it can make rendermode as textures.

    Does it support? Or do you have trick of light_surface example. I want let to render surface with func_detail into transparent brushes like glasses

    Found old thread by Trempler!

    Does it work? But I already tried. And it has no success...
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  2. #2
    snarks snarks snarks snarks snarks snarks snarks snarks Green Astronauts's Avatar
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    Re: Question with func_detail and rendermode?

    func_detail doesn't support special render modes/fx.
    Code:
    // func_detail
    // Similar in function to the func_detail in Source, though it is still subject to the bsp file format.
    @SolidClass = func_detail : "Detail brushes"
    [
    	// You can leave the detail level to 1. For tiny objects, you might set to 2, so that they won't chop faces of other func_details.
    	zhlt_detaillevel(integer) : "Detail level" : 1
    	// For large shapes such as terrain and walls, set this to no less than their detail level, so that they can chop the faces of adjacent world brushes.
    	zhlt_chopdown(integer) : "Lower its level to chop others" : 0
    	// Usually you don't have to use this.
    	zhlt_chopup(integer) : "Raise its level to get chopped" : 0
    	// For brushes in the same detail level and have overlapping faces (which are on the same plane), this priority determines which one will appear.
    	zhlt_coplanarpriority(integer) : "Priority when faces overlap" : 0
    	// Setting this to 0 will reduce clipnode count, but will lose the benefit of func_detail's better content deciding method which is designed to prevent "Ambiguous leafnode contents" problem.
    	zhlt_clipnodedetaillevel(integer) : "Detail level of cliphulls" : 1
    	// Very useful option which can reduce clipnode count.
    	zhlt_noclip(choices) : "Passable" : "" =
    	[
    		"": "No"
    		1: "Yes"
    	]
    ]

  3. #3
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Question with func_detail and rendermode?

    Thanks I already ask cs-mapping Russian community and Russians say "impossible" I am respectful to Russians. I thought Russians know trick with func_detail. Check Ragemap2018 - curvy windows are OK!
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  4. #4
    Administrator AdamR's Avatar  
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    Re: Question with func_detail and rendermode?

    Only entities support render mode. "func_detail" only exists as an entity pre-compile. The compiler flattens them into world brushes, which is why it's impossible to give it any special rendering properties like you can of any brush based entity. You have to use "func_wall" instead.
    Adam "Adambean" Reece
    Sven Co-op team

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  5. #5
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Question with func_detail and rendermode?

    Yes @AdamR, I have made this and it looks okay.
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