zhlt_embedlightmapresolution
is 4, so I'd say go with that, been using this for glass windows/panes.@BaseClass = ZHLT_usemodel
[
zhlt_usemodel(string) : "ZHLT Template Model Target"
]
@BaseClass = ZHLT_customshadow
[
zhlt_customshadow(string) : "Custom Shadow (when opaque)"
]
@BaseClass = ZHLT_embedlightmap
[
zhlt_embedlightmap(choices) : "Embed Light Map (when translucent)" : 0 =
[
0: "No"
1: "Yes"
]
zhlt_embedlightmapresolution(integer) : "ZHLT Embed Light Map Resolution" : 4
]
@BaseClass = ZHLT_noclip
[
zhlt_noclip(choices) : "ZHLT Noclip" : 0 =
[
0 : "Clip"
1 : "Noclip"
]
]
@BaseClass = ZHLT_invisible
[
zhlt_invisible(integer) : "Apply NULL texture in Game" : 0 : "Removes faces and NULLs them."
]
Not sure if ZHLT_usemodel is of any use since you already have model trains and sprite trains, I'll leave it up to you to decide whether you want to include this.Too bad, my func_vehicles are literally all rocketsGot this one? Hmm, so, 3 days left? Maybe I should jump aboard and build this thing myself!
Does 1.8 have fog or is that broken? Can anyone confirm? I miss fog.Fog does indeed seem to be broken, I just tried. It says it needs OpenGL mode even though I am running OpenGL. Maybe some kind of additional dll file is required or something?
Did I package something up wrong? I'm using the same Spirit files as Tower 1 as far as I know.No no, there's nothing wrong, I just wanted to have the Spirit mod itself so I can read up on entity guides and features as well as trying out the demo maps because I really have no experience with any of Spirit's entities en features.
Kinda wish I'd been more careful with the source files... I definitely would have patched your floor in for some kinda anniversary patch.Are you saying that you lost the source files? That kinda sucks, I'd like to have a copy of my floor with the edits you've made to it (the orange arrows).
Seems this is texture lighting, I guess it's done the way The Mad Carrot suggested?Certainly looks like it.