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报告翻译问题






In the LUMP_ENTITIES you normally find light entities, which are mostly "light" entities, maybe "light_dynamic" if they are linked to a switch, along with other light entity classes I can't remember.
So you can extract the LUMP_ENTITIES as text, edit it, and import it back. Then you save the modified map.
After this, you can run vrad on your modified map file and the lights should be altered. Maybe you need to run vvis prior to vrad, but I don't think so.
Possibility 2: You need to start a game using the map that you opened in the tool.
I have a few upcoming updates that I should do one day. But lately, I have not been around Garry's Mod.
You can safely use the tool though! I have not heard any disappointment with Garry's Mod maps.
How they look in Gmod: https://sta.sh/012r25j5qxjd
What they're suppose to look like (as seen in TF2): https://sta.sh/01u2xqwkfgel
Sadly I am below minimum requirements, as I only have FPM.
> Adding prop_static entities is planned to be experimented, but the success is unsure.
In addition, adding prop_detail entities will not be supported until the "dprp" game lump structure is documented.
If you have those physics problems, just make prop_dynamic entities. They work very well.
Yes, that is what I mean. Can this addon recompile the map so that the placed entities are no longer entities but actually part of the map? Can it makes entities into prop_statics?
I'm asking because if you put props into the map as literal entities, the collision physics can cause problems.
Thanks for the answers!
@zorich_michael
Making a map from scratch is impossible. It would be like re-making the Hammer Editor. Even removing a single wall would do a mess!
Adding prop_static entities is planned to be experimented, but the success is unsure.