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Or just func_null. An internal entity that has its bmodel written to a separate compiler-only BSP, saving bmodel slots and clipnodes/brushsides for when a brush is only needed by the lighting compiler and not the game proper. The func_detail_null's KVs would be handled however you usually pass func_detail's KVs to the lighting compiler.
Examples of where this would make sense:
- Casting shadows from nothing (see Let misc_model cast shadow? #247 (comment) )
- Using texlights to accentuate the lighting that comes through a window (similar to https://developer.valvesoftware.com/wiki/Window_lighting )
- Texlights that are made to appear like they're cast by models (not of much use for Quake, but useful for compatible higher-fidelity games like Day of Defeat or Condition Zero)
It might be a good idea to still light the extra bmodel alongside the actual map, so that it can affect bouncing when colored bouncing is enabled.
ericwa, xDShot and chrisnew
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