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The file extension for the maps that are compiled is .bsp
. BSP
stands for Binary Space Partitioning. Basically, the game engine only
needs to draw areas of the level that are visible from where the player
is standing. This helps with the performance of the level (how fast the
frame rate is). To do this, the engine cuts up the level into chunks
called leafs. If the player is standing in a leaf that sees
into another leaf, then that leaf is drawn. Regular (non-entity)
brushes determine where the leaf cuts get made. Brush entities, such as
the func_ladder
that we created in the previous section, do not affect where cuts are made.
So why would you not want brushes to cut up the level into more leafs? If you have more brushes that cut up the level, the engine has to do more work to calculate visibility and more cuts in the map also mean a higher number of faces to draw.
Any brush that you create that will not block visibility effectively should be a brush entity called a func_detail
. These func_detail
brushes are still solid in the world, but are ignored for visibility calculations.
In Hammer, open the map file tutorial02.vmf
that you
created in the previous tutorial if it's not already open. This should
be located in the tutorial mapsrc folder, by default:
C:\Program Files\Steam\steamapps\common\left 4 dead\sdk_content\mapsrc\Your_First_L4D_Level_Tutorial
Now we'll make a new version to work with:
tutorial03.vmf
.
Sticking with our level called tutorial02
, let's create a platform that extends the upper floor where we created our ladder.
Using the Selection tool, duplicate the back wall brush that we extended out to create the upper story in the last tutorial by Shift-dragging it. Reshape it to be a platform that extends out from the upper story on one side.
It should be 368 units wide, 176 units long, and 16 units deep.
Feel free to re-texture the bottom of the platform so that it matches the ceiling and floor.
Now, go to the Tools menu and choose Tie to Entity. You can also use the Ctrl+T keyboard shortcut.
The default Class for a brush entity is func_detail
.
If you see something else under the Class drop-down menu, you will need to change a setting in Tools > Options > Game Configurations tab.
Make sure the Default SolidEntity Class field is set to "func_detail
".
That's it. You're done! You just created a brush that will not cut up the BSP into more leafs.
Press F9 to open the Run Map dialog and click on the OK Button to compile the map and run it in the game.
So how do you know to make a brush a func_detail
or not?
Details such as:
func_detail.
This will create a leak to the outside.
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