Update TrenchBroom FGD

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MotoLegacy 2024-03-12 08:14:38 +00:00 committed by Awesome NZ:P Updater Bot
parent d7bafd5d6e
commit cd1bb75ea2
1 changed files with 21 additions and 1 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(32 32 32) base(Targetname, Target) = func_counter : "Activation Counter"
[