Grouping of func_detail brushes
So, I just learnt that it helps performance etc to make any brushes in my map, like random blocks, interior walls etc, as func_detail, to reduce the number of visleafs.
So, I went through my map, and started tying then to func_detail.
However, I noticed that some of the brushes are now 'grouped' together, in that when I select 1 others also get selected.
Its because of the way I tied them to fun_detail. Sometimes I would select multiple items and then press CTRL-T, and this seems to group them.
The normal 'group/ungroup' functionality doesn't seem to do much with them.
So, my questions are.
Firstly, how to I un-group them easily. The only way I've found is to change the group back to 'Move to World' and then select them individually and re-CTRLT them.
Secondly, is it 'good' to have them all grouped together like this, for performance/memory etc? If so, I should group more of them.
Thanks,
Rob.
ToWorld turns every func_brush/detail or any kind of entity brush back into a normal brush.
And no, it doesnt really matter how you group your func_details.
Also, don't get too carried away making everything func_detail. If it's large enough or in the way that it should be blocking visibility don't make it a detail.
And before someone complains that they must be entities in the bsp because vmex/bspsource/my dog can decompile func_details in the vmf, it's because compiled bsps store properties such as detail and portalability as a bitfield, which, being a bitfield, takes up no more space in the file with or without a particular flag set.
The reason I converted them to func_detail was because I have a roof 1/2 down my room that has lots of squarebeam_off_4x4 and bits of panels to make the roof look 'damaged'.
I was making all the panels func_detail, so they didnt cause too much of a problem.
Rob.