Dmap: Difference between revisions

From The DarkMod Wiki
Jump to navigationJump to search
Fidcal (talk | contribs)
New page: ''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 n...
 
Line 1: Line 1:
''started by Fidcal''
''started by Fidcal''


Line 14: Line 13:
== When do I NOT need to dmap? ==
== When do I NOT need to dmap? ==


* After adding or moving a model (though this might affect pathfinding so maybe.)
* After adding or moving a light.
* After adding or moving a light.
* After adding or moving a path_corner or other path entities.
* After adding a path_corner or other path entities.
* After moving a brush or patch entity
* After moving a brush or patch entity
 
* After changing a spawnarg (entity keyvalue), unless it affects the origin or rotation of a model.


[[Category:Editing]]
[[Category:Editing]]

Revision as of 18:19, 5 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 new brush or patch worldspawn.
  • After renaming a brush or patch entity, eg, func_static.
  • After adding AI may need pathfinding recalculating (included in dmap by default.)


When do I NOT need to dmap?

  • After adding or moving a light.
  • 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.