ENV_SPLASH
Posted Jun 28, 2012
Replied
3 hours
later
awesome, thanks. However now it seems that the func_details that i thought were being reflected, were apparently NOT being reflected. it was hard to tell with the acid being soupy brown
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Posted Jun 28, 2012
Replied
7 hours
later
They should be reflected, because they are like worldbrushes for the game. There is just a difference in compiling (but reflections are renderes in game and func_details collapse into the map).
Posted Jun 29, 2012
Replied
15 hours
later
you lost me there
Posted Jun 29, 2012
Replied
10 hours
later
Fracture wrote:
you lost me there
Func_detail is an internal entity; by that I mean it is a helper object used by the vbsp compiler and isn't actually present after compile. Basically all it does is tell vbsp that the brushes within the entity do not obstruct visibility and should be ignored during visleaf calculations.
Posted Jun 29, 2012
Replied
1 hour
later
so that means it doesn't get reflected? I have to use func_brushes then?
Posted Jun 29, 2012
Replied
7 minutes
later
They get reflected. Always. You even can't turn it off!
Posted Jun 29, 2012
Replied
2 minutes
later
Fracture wrote:
so that means it doesn't get reflected? I have to use func_brushes then?
It means that a func_detail behaves as a normal world brush. The only difference is that it says ignore me in the process of creating visleaves, thereby reducing compile time and, if used properly, reducing lag as well
Posted Jun 29, 2012
Replied
2 minutes
later
......
I did something wrong then...
Posted Jun 29, 2012
Replied
15 minutes
later
Fracture wrote:
......I did something wrong then...

Posted Jun 29, 2012
Replied
6 minutes
later
Maybe your graphics settings are too low? I mean, the texture on that pic is very blurry.
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Posted Jun 29, 2012
Replied
24 minutes
later
just maxed them out now to check if there was any difference. Totally was the settings. I have them all on low because i am way overdue for video/graphics card replacements and im a cheap sonovabitch