Comments (3)
from ericw-tools.
Light templates aren't removed so that they can be re-passed through light
for future compilations. I don't know if there's a good solution for this - it's already kind of accepted that light entities are not suitable for real time playback (see rtlights
for Darkplaces, etc) so I don't know if this is something we should try to address.
If it's solely for your own projects, you could do a post-processing pass of just removing any light
entities with templated keys.
from ericw-tools.
Also, the generated lights are never written to the bsp. So, for surface lights, it's just the surface light templates that will be in the bsp entities lump. As Paril said, we'd like to keep the bsp entities lump as close as possible to what was in the map file, for decompilation reasons. We do tweak some things in entities.cc:LoadEntities
but that's mostly for making lightstyles work.
from ericw-tools.
Related Issues (20)
- -tex_saturation_boost changes texture overall brightness.
- Textures issues with the new compiler HOT 11
- Phong does not seem to be working right. HOT 4
- _surface_radiosity missing from docs
- relative lip requirements HOT 2
- Special texture for decompiled output? HOT 3
- Translucency support HOT 2
- Describe light-specific BSPX lumps in docs
- -bouncedebug broken
- Origin brush into a func_door_rotating cause a leak when using region+ on a map HOT 2
- [Feature] _illusionary on any entity to disable collision (like ZHLT's zhlt_noclip) HOT 3
- Q2RE PMove(in a Q2RTX fork) and CONTENTS_LADDER. HOT 4
- Region brush doesn't cull brush entities
- _bouncecolorscale seems to have no effect HOT 3
- [idea] speed up lightgrid calculation HOT 2
- 2.0.0-alpha8 fails to build with embree4
- Compilation on Windows is too complicated. HOT 2
- Allow retention of texture names and coordinates for non-Quake games HOT 2
- [Feature] _switchableshadow equivalent for light entities HOT 5
- New argument parsing for bsputil broken HOT 1
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