Or just func_null. An internal entity that has its bmodel written to a separate compiler-only BSP, saving bmodel slots and clipnodes/brushsides for when a brush is only needed by the lighting compiler and not the game proper. The func_detail_null's KVs would be handled however you usually pass func_detail's KVs to the lighting compiler.
Examples of where this would make sense:
It might be a good idea to still light the extra bmodel alongside the actual map, so that it can affect bouncing when colored bouncing is enabled.
Or just
func_null. An internal entity that has its bmodel written to a separate compiler-only BSP, saving bmodel slots and clipnodes/brushsides for when a brush is only needed by the lighting compiler and not the game proper. Thefunc_detail_null's KVs would be handled however you usually pass func_detail's KVs to the lighting compiler.Examples of where this would make sense:
It might be a good idea to still light the extra bmodel alongside the actual map, so that it can affect bouncing when colored bouncing is enabled.