diff --git a/tb-nzp.fgd b/tb-nzp.fgd index 6774eeb..e8bc163 100644 --- a/tb-nzp.fgd +++ b/tb-nzp.fgd @@ -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" [