Introduction | Command Line & Usage | Detail Brushes | Direct & Face Mode | Extrusions

Detail Brushes
OBJ2MAP uses detail brushes supported by eQBSP and eVIS for certain conversion types. A detail brush is a special kind of brush that doesn't block visibility (VIS). They are commonly used to speed up map compiling, and lend themselves nicely for use on small "details" in a map that would otherwise add overhead to a level's PVS data, possibly reducing framerates.

eQBSP checks an am_detail entity for a _contents flag that tells it how to treat that particular set of brushes. OBJ2MAP defaults to one of two detail types, but the settings can be changed manually in Quiver to suit any purpose. The following is a list of supported _contents settings:

_contents
Description:
-1 NOT DETAIL (brush group)
These are not considered detail brushes! OBJ2MAP uses am_detail entities with a _contents value of -1 as a generic grouping mechanism for brushes created with any of the three extrusion types. eQBSP treats these exactly the same as normal world brushes.
1 Solid
The "common" detail brush. They behave just like normal world brushes, except they do not block visibility. OBJ2MAP saves all _FAC_ (face mode) converted geometry into a solid detail brush group by default.
2 Pass-through, Two-Sided
Basically identical in behaviour to func_illusionary entities, but they don't require the overhead of an entity at runtime. These are two-sided in that the inside faces will be visible if viewed from the inside (just like liquid brushes). They are useful for small ornamental elements that shouldn't hang up the player, or special effects, but note that they do not cast shadows. OBJ2MAP does not create this kind of detail brush by default.

Geometry converted with OBJ2MAP's direct mode is saved as normal world brushes. Although OBJ2MAP defaults to certain detail types, it often makes sense to change the detail type manually in Quiver depending on how specific brushes are meant to interact with the world. Detail brushes can not be mixed with brush entities such as doors or lifts. In this case, the brushes have to be manually moved into the proper entity group. Detail brushes can act as liquids, but it's usually best to reserve liquids for normal world brushes to be on the safe side.

Introduction | Command Line & Usage | Detail Brushes | Direct & Face Mode | Extrusions