Skip to content

[Idea] func_detail_null #455

@SirYodaJedi

Description

@SirYodaJedi

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:

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.

Metadata

Metadata

Assignees

No one assigned

    Labels

    No labels
    No labels

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions