FGD: Add func_detail from ZHLT

This commit is contained in:
MotoLegacy 2024-03-11 12:43:25 -07:00
parent 5afd890173
commit 6dc7038ddd
2 changed files with 42 additions and 2 deletions

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@ -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" @PointClass size(0 0 0, 32 32 32) base(Targetname, Target) = func_counter : "Activation Counter"
[ [

View file

@ -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" @PointClass size(32 32 32) base(Targetname, Target) = func_counter : "Activation Counter"
[ [