From: jcaesar@mediaone.net
To: <ml@qoole.com>
Reply-To: ml@qoole.com
Date: Mon, 6 Apr 1998 02:40:14 -0700
Subject: Re: detail brush

Don't abuse the detail aspect of brushes.. About the most useful thing they
do, is decrease your vis time, and probably should never be used during a
final compile.  Your rule will actually result in more polygon's being drawn
(most of the time).  If you have ANY brush which stretches from the top of
an area, to the bottom of an area (like a ceiling and floor), leave it as a
regular brush.  If it is wide enough, it might, depending on the
circumstances, actually allow more polygons not to be drawn.

If you apply detail to a door, you might be wasting your time, cause the
door entity (as are other entities) are ignored by vis anyhow.

You might just use detail on items like light fixtures and such, which will
never block vis anyway.  If say your "light fixture" doesn't block vis, then
polygon count won't change when it is a set of detail brushes (during
gameplay), and it will bring down your vis time.

My VIS time on my current map, is about 2 minutes for a -fast vis (which is
good for testing things like areaportals), but for a level -4 vis, it's
about 7013 seconds (or about 1.9 hours).  The difference between detail and
non detailed vis is so small it makes no difference.. You'd be better off
putting the time to map design, texturing and lighting.

Joel

-----Original Message-----
From: Michael Schoonbrood <michels@unit4.nl>
To: 'ml@qoole.com' <ml@qoole.com>; 'q2mapediting@list.criticalmass.com'
<q2mapediting@list.criticalmass.com>
Date: Monday, April 06, 1998 2:16 AM
Subject: detail brush


>Do I make all brushes which are NOT an outside wall, a detail brush????
>
>I try to use this rule: If it's not gonna cause a leak or if isn't part
>of a room separator (area portal's)..
>
>That's a good one... If the area portal encloses the area, I could make
>the door detail? wright?
>
>somebody help me out here!
>



