Garux / netradiant-custom

The open-source, cross-platform level editor for id Tech based games.
https://garux.github.io/NRC/
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maxLMSurfaceVerts and keepLights not initialized from their game descriptor values #74

Closed germangar closed 3 years ago

germangar commented 3 years ago

I just learnt that I had to fork to be able to make a pull request. I'm just not used to Github, sorry.

germangar commented 3 years ago

There is also a small piece of code that reloads the light entities in the -light stage when keeplights in enabled that I suspect is not necessary? Having this working now I've removed it in my local copy and the lights are perfectly preserved. In any case I didn't touch it for the pull request. Maybe it serves some purpose for other game or something.

Garux commented 3 years ago

I just learnt that I had to fork to be able to make a pull request. I'm just not used to Github, sorry.

having this skill be cool, way simpler to discuss changes

Garux commented 3 years ago

There is also a small piece of code that reloads the light entities in the -light stage when keeplights in enabled that I suspect is not necessary?

Actually looks like it does not load. sets _keeplights here https://github.com/Garux/netradiant-custom/blob/master/tools/quake3/q3map2/writebsp.cpp#L282 loads if only was not set here https://github.com/Garux/netradiant-custom/blob/master/tools/quake3/q3map2/light.cpp#L2804

germangar commented 3 years ago

Actually looks like it does not load.

Oh. Your first explanation made sense to me, lol. I'm now thinking in "keep-the-lights" mode and it didn't occur to me that if they weren't kept the light stage would need to grab them from somewhere

viciious commented 3 years ago

Awesome!