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When bloodhound.py identifies an entity model, it ignores the "model" key in non-prop types (e.g. spawnpoints)
For some reason Respawn write editor models.
If an entity has a model key it blocks loading of the editor model
Also, pilot/*.json cannot remove keys detected by bloodhound.py
This means any keys we decide to generate at compile time will have to be caught by bloodhound
Would probably be easier to add some "RemoveKeys" segment to pilot/*.json spec.
{
"Entity": "info_example",
"RemoveKeys": [
{
"Key": "model""Reason": "Only editor model is set, has no effect in-game"
}
]
}
We also need to detect bsp-side editor models (new ents w/ only 1 model)
Some stage for removing <!-- TODO: models/editor_model.obj --> will also need to be made in future
The text was updated successfully, but these errors were encountered:
When
bloodhound.py
identifies an entity model, it ignores the "model" key in non-prop types (e.g. spawnpoints)For some reason Respawn write editor models.
If an entity has a
model
key it blocks loading of the editor modelAlso,
pilot/*.json
cannot remove keys detected bybloodhound.py
This means any keys we decide to generate at compile time will have to be caught by
bloodhound
Would probably be easier to add some
"RemoveKeys"
segment topilot/*.json
spec.We also need to detect bsp-side editor models (new ents w/ only 1 model)
Some stage for removing
<!-- TODO: models/editor_model.obj -->
will also need to be made in futureThe text was updated successfully, but these errors were encountered: