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PR comments for netradiant section
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RisingThumb committed Aug 27, 2024
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10 changes: 4 additions & 6 deletions FuncGodot Manual/pages/tips_runtime_building.html
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Expand Up @@ -13,8 +13,8 @@ <h2>Setting up Runtime Map Building</h2>
<p>To build a map at Runtime, start by either using a templated scene with an empty <i>FuncGodotMap</i> or instantiating one. Next you'll need to make sure to set either the <code>local_map_file</code> or <code>global_map_file</code> to your map's file path. Don't use <code>load()</code> here! That will be taken care of in the next step.</p>
<p>Once your map file path has been set, you can run the <code>verify_and_build()</code> method from the <a href="ref_func_godot_map.html" target="main">FuncGodotMap</a> node. When this is done, your map will be built just as it would have been by pressing the <i>Build</i> button in the Editor, along with all of the entity callbacks. Be aware that the <code>Engine.is_editor_hint()</code> conditional will return as false, in case you use it to control properties handling through the FuncGodot entity callbacks.</p>
<p>When the map builds, it will emit the signals <code>build_complete</code> or <code>build_failed</code>. You can use these signals to handle errors gracefully and to run any post-build code you need to run.</p>
<p>If using <a href="https://docs.godotengine.org/en/4.2/tutorials/3d/global_illumination/using_lightmap_gi.html" target="_blank">LightmapGI</a> for your global illumination solution, you can use the <i>FuncGodotMap</i> node's <code>unwrap_uv2()</code> method after receiving the <code>build_complete</code> signal. Once unwrapping has finished, the <i>FuncGodotMap</i> node will emit <code>unwrap_uv2_complete</code>.</p>
<blockquote><i>NOTE: Godot 4.2 does not currently support runtime lightmap baking or UV2 unwrapping in exported builds. For now, consider using a different lighting solution for runtime building.<br></i></blockquote>
<p>If using <a href="https://docs.godotengine.org/en/4.3/tutorials/3d/global_illumination/using_lightmap_gi.html" target="_blank">LightmapGI</a> for your global illumination solution, you can use the <i>FuncGodotMap</i> node's <code>unwrap_uv2()</code> method after receiving the <code>build_complete</code> signal. Once unwrapping has finished, the <i>FuncGodotMap</i> node will emit <code>unwrap_uv2_complete</code>.</p>
<blockquote><i>NOTE: Godot 4.3 does not currently support runtime lightmap baking or UV2 unwrapping in exported builds. For now, consider using a different lighting solution for runtime building.<br></i></blockquote>
An example of runtime map building is as follows:</p>
<pre><code>extends Node

Expand Down Expand Up @@ -87,11 +87,9 @@ <h3>TrenchBroom</h3>

<h3>NetRadiant Custom</h3>

<p>NetRadiant Custom utilizes a <code>default_build_menu.xml</code> file, located in your game's gamepack folder for its build processes. This file is automatically generated by NetRadiant Custom after setting up your gamepack configuration, though it needs some additional setup in order to work with your project.</p>
<p>To launch from NetRadiantCustom, you must define at least one or more build <b>commands</b> which are defined in your <code>default_build_menu.xml</code> file which is located in your game's gamepack folder for its build processes. These build <b>commands</b> may refer to build <b>variables</b> also defined here, or one of the default variables NetRadiant provides for you. You may either write them directly in the file yourself, or define them in the NetRadiantCustom Game Config resource. To preview these defaults, or any of your defined commands and their current values, select <code>Build > Customize...</code> in the top menu bar and check the <code>build variables</code> option.</p>

<p>To do so, you must define at least one or more build <b>commands</b>, which may refer to build <b>variables</b> also defined here, or one of the default variables the editor provides for you. To preview these defaults, or any of your defined commands and their current values, select <code>Build > Customize...</code> in the top menu bar and check the <code>build variables</code> option.</p>

<p>A build profile might look somehting like this:</p>
<p>A build profile might look something like this:</p>

<code><pre>&lt;?xml version="1.0"?>
&lt;project version="2.0">
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