Brush

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Brush of the crypt entrance in NetRadiant

Basic building block in a level. It is used primarily to define the physical structure of the area being designed. The term brush is used by Radiant to refer to anything that is not an entity, and therefore also encompasses patch meshes. A brush can be made to represent anything from solid matter (metal, dirt, wood, etc.) to liquids (lava, water, etc) to gases (fogs), depending on the textures and shaders applied to them.

Brush is consecutive solid geometry. It defines a form made of it's sides and a volume which is anyting inside. Brush is using this rules:

  • Minimum 3 sides
  • Each side is plane forming polyhedron (maximum 16-24 corners)
  • If slice brush by the plane of any of it's sides, whole brush will be on one side of the plane

Volume properties

Brush volume have several uses.

1. Brush contents

Physics-related contents of the brush. Could be one of the followed:

  • Solid
  • Non-solid
  • Water
  • Slime
  • Lava
  • Sky (not used on Blood Omnicide)

Brush contents are defined from the materials brush have on it's sides. Usually all brush sides must have same contents (mixed contents will give a compiler warning and could lead to bugged behavior).

2. Brush VIS transparency

This is not real transparency but any brush that does not provide structure/seal to a room, and merely is there to detail the room.

Detail brushes (radiant's feature) and bmodels are always 'transparent'.

Also if brush have sides which is marked detailed or transparent, it will be forced transparent.

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