mirror of
https://github.com/nzp-team/assets.git
synced 2024-11-10 06:31:52 +00:00
FGD: Add func_detail from ZHLT
This commit is contained in:
parent
5afd890173
commit
6dc7038ddd
2 changed files with 42 additions and 2 deletions
|
@ -1200,7 +1200,27 @@
|
|||
]
|
||||
]
|
||||
|
||||
|
||||
// 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"
|
||||
]
|
||||
]
|
||||
|
||||
@PointClass size(0 0 0, 32 32 32) base(Targetname, Target) = func_counter : "Activation Counter"
|
||||
[
|
||||
|
|
|
@ -1200,7 +1200,27 @@
|
|||
]
|
||||
]
|
||||
|
||||
|
||||
// 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"
|
||||
]
|
||||
]
|
||||
|
||||
@PointClass size(32 32 32) base(Targetname, Target) = func_counter : "Activation Counter"
|
||||
[
|
||||
|
|
Loading…
Reference in a new issue