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.