If everything is func_detail, then everything will be rendered at once, basically, which is bad for performance. With a simple map and a modern computer you might not notice but it's still not a good idea. Func_detail essentially marks a brush to be ignored by VVIS in visibility calculations. The rule of thumb is to keep anything that can potentially block your view of another area a regular brush (walls, floors, ceilings, etc) and make small detail brushes func_detail.
just like Vic said, everything that is not floor/wall/ceiling should be func detail
one more thing, your map has displacements, it should be worthy to note that displacements dont block visibility or block the maps, usually you want to have a brush inside of displacement to do that work
[KIRBY] wrote:just like Vic said, everything that is not floor/wall/ceiling should be func detail
This is a bit of an oversimplification of the func_detail system, though as a rule of thumb it works fine.
It's important you (redgroupclan) understand the implications involved in func_detailing the wrong brushes - otherwise, you'll get into some very bad habits.
Rather than explain the ins and outs, here's some absolutely brilliant documentation. It's occasionally heavy reading, but worth it.
havent used it in a while but phys_hinge sounds like the right entity. another choice might be ballsocket but that allows 360 degree rotation. can you fake it by using a rotating button entity or a door entity?
"Day breaks, but decay soon follows." - Ava Winona Currently developing in radio silence...99 Bolts Here's another project of mine... Assault on Overwatch Are you new to Source SDK? VDC
yeah but how do i hook the hammer up to the hinge? I put the name of the hammer into entity 1 and the name of the other thing into entity 2 but it just doesnt connect and my hammer just falls down.
Weird one; in the newest areas of my map, entering while in a buggy/jalopy instantly crashes out Ep2.
It's a heavy displacement area with a detailed-ish area at the end, with no optimisation currently. The buggy and jalopy run fine around the rest of the map. I'm yet to isolate the area or do any further testing because it's late as dicks here, but I wondered if there's an established error I haven't heard of.
To reiterate, on spawning in vehicles manually it crashes literally the very moment you enter the vehicle.
edit: I quickly isolated the area with the cordon tool and the same thing occurred. I will fuck around with the displacements tomorrow and see if I can get it stable, unless anyone has any ideas.