Dmap: Difference between revisions

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* After creating new brush or patch worldspawn.
* After creating new brush or patch worldspawn.
* After moving new brush or patch worldspawn.
* After moving/rotating new brush or patch worldspawn.
* After renaming a brush or patch entity, eg, func_static.
* After renaming a brush or patch entity, eg, func_static.
* After rotating a brush or patch entity, eg, func_static.
* After adding AI may need pathfinding recalculating (included in dmap by default.)
* After adding AI may need pathfinding recalculating (included in dmap by default.)
* After adding or moving a light (shadows are precalculated for static, shadowcasting lights).
* After adding or moving a light (shadows are precalculated for static, shadowcasting lights).

Revision as of 11:20, 15 December 2008

started by Fidcal

This article can include anything about dmap. I just started it as a placeholder to list when and when not to....

When do I need to dmap?

  • After creating new brush or patch worldspawn.
  • After moving/rotating new brush or patch worldspawn.
  • After renaming a brush or patch entity, eg, func_static.
  • After rotating a brush or patch entity, eg, func_static.
  • After adding AI may need pathfinding recalculating (included in dmap by default.)
  • After adding or moving a light (shadows are precalculated for static, shadowcasting lights).

When do I NOT need to dmap?

  • After adding a path_corner or other path entities.
  • After moving a brush or patch entity
  • After changing a spawnarg (entity keyvalue), unless it affects the origin or rotation of a model.