public static int CurrentLightmap = 0; //Lightmap Index Count void Start() { if (!LoadMDL && LoadMap) { BspLoader.Load(LevelName); } else if (LoadMDL && !LoadMap) { StudioMDLLoader.Load(ModelName); } }
public override void OnInspectorGUI() { base.OnInspectorGUI(); GUILayout.Box(ConfigLoader.BSPPath); if (GUILayout.Button("Load Source BSP")) { BspLoader.Load(ConfigLoader.LevelName); } GUILayout.Space(5); if (GUILayout.Button("Show/Hide Brushes")) { for (Int32 i = 0; i < BspLoader.BSP_Brushes.Count; i++) { BspLoader.BSP_Brushes[i].GetComponent <Renderer>().enabled = !BspLoader.BSP_Brushes[i].GetComponent <Renderer>().enabled; } } if (GUILayout.Button("Remove loaded objects in the scene")) { UnityEngine.Object.DestroyImmediate(BspLoader.BSP_WorldSpawn); RenderSettings.skybox = null; Debug.LogWarning("You need to restart the editor to free up RAM. TODO: need to fix that :D"); } GUILayout.Space(10); //GUILayout.Box(ConfigLoader.VPKPath); GUILayout.Box(ConfigLoader.MDLPath); if (GUILayout.Button("Load Studio Model")) { StudioMDLLoader.Load(ConfigLoader.ModelName); } }