Was just wondering if it’s necessary to have these done properly, and by default is a brush “structure” or “detail”? I understand “structure” is part of the “hull” of the map to contain everything “air-tight”, but there’s no way to tell what brush is what?
Also when I’m working on a map I have a tough time selecting brushes because of the “hull” around the map as a whole…is there any way to get around this? or does anyone have any preferences on how they do this?
a brush is by default structural, which means it blocks vis - to get effective vis controlling though you should use the caulk-hull method where you have a structural hull and everything inside detail, tutorials can be found at www.wolfensteinx.com/surface or at tramdesign (look in the forums et-mapping redfella just wrote a tutorial on that)
don’t understand the second question, if it’s the problem that you can’t select a single brush because it always selects all of the brush’s group then you have an old version of radiant but i guess you have the et-editor so this shouldn’t happen… if you wanna group brushes so you can handle them as one you just select all of them and then right click on the grid -> func_group
did this come close?
There’s currently no option which will visually distinguish between structural and detail brushes in GTKRadient. However you can go to the view » filter menu and tell it not to display structural brushes, or not to display detail brushes, or both. To my knowledge this is the only manner in which you can get a visual representation of the difference between structural and detail brushes.
Usually I just try to leave structural brushes ungrouped, and group all detail brushes. So I have an approximate representation of what’s structural (default brush color) and what isn’t (func_group brush color). However, you should know that func_group entities DO continue to block the vis if the brushes they contain are structural, something I did not learn of until recently when learning about the detail of light maps.
thx guys…about selecting…in the 2d View if I try and select a brush inside the hull it selects the hull which is the “closest” brush on the 2d hull and not the interior. The only way to select the interior right now (that I know) is to move to it in camera view and select it there…there’s got to be an easier way though when you want to move around brushes all over the map though
When I select to filter Details (I’m assuming it DOESN’T show it?) it shows the entire map (every brush), but when I do Structural it only shows one brush inside the hull :???:
I usually select from the 3d veiw. You can also use regions, various selection commands, the invert selection command, and the hide selection command.
Structure and detail are very important if you want to make a map of any significant size. I suggest you memorize the shortcuts for filters
ctrl+d filter detail.
ctrl+shift+d filter structure.
Both of these are toggles, so if you hid detials, pressing the shortcut again will show them.
In this thread (2 posts down): http://www.forumplanet.com/PlanetWolfenstein/topic.asp?fid=4420&tid=1101969
is my take on a newbies intro to structure and detail. Be aware that it is a GROSS SIMPLIFICATION. The purpose is to give people a general idea what they should be doing. If you want to know what’s really going on (and you should) read the ‘further reading’.