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I'll add a minimum to the slider so it's harder to do. It'll still be accessible via direct console command.
AFAIK there can only be one env_wind but I'm no expert. Probably just bad VMT settings on the trees themselves.
[Wind Editor & Tree Sway Tools] lua/entities/edit_wind.lua:189: attempt to call method 'SetKeyValue' (a nil value)
1. v - lua/entities/edit_wind.lua:189
2. CallProxies - lua/includes/extensions/entity.lua:308
3. unknown - lua/includes/extensions/entity.lua:327
4. RestoreNetworkVars - lua/includes/extensions/entity.lua:463
5. Load - lua/includes/modules/duplicator.lua:295
6. DoGeneric - lua/includes/modules/duplicator.lua:980
7. CreateEntityFromTable - lua/includes/modules/duplicator.lua:460
8. unknown - lua/includes/modules/duplicator.lua:753
9. ProtectedCall - [C]:-1
10. Paste - lua/includes/modules/duplicator.lua:753
11. unknown - lua/includes/gmsave.lua:66
I also should mention that im on the x64 chromium branch
I would need those errors if you expect me to have any idea how to fix it.
Vanilla saves are also hot garbage, so I wouldn't be surprised if that was just another reason not to use them.
Not currently planning on any others.
Not entirely either. Source 2 still uses overall pre-baked lighting.
That's literally not possible, as the lighting is baked into the map when VRAD is run.
a light_environment editor, basically you can edit the light_environment like you can edit its colors and sh*t and if you delete it, it will go back to how the map's light_environment was and if you set it to dark it flashlights would work and sh*t just a suggestion :)
It doesn't add an env_wind , but it can edit ones that already exist.
For cases where the map doesn't have one, the editor entity will throw a notice in the console about how the map lacks a wind entity. In cases like that, use the command I put in the description.
Description.
You'll need the map to have an env_wind entity first. That command in the description will add one. Next, the relevant .VMT files will need the $TreeSway settings.
Some plants in my game started behaving like jelly a couple of weeks ago and i couldnt figure out what i did wrong
It's a mix of the .VMT settings and env_wind settings themselves. If you want them to be the same in theory, you'll need to get the wind settings from L4D.
Does give me an idea, I should add a preset option to the editor for a few Valve maps like EP2 and L4D2 map settings, like EP2's subtle sway or Hard Rain's insanity.