You?re right Andy, bottles glow when I turn off lights (in HL, I mean)... I thought about a complicated system of func_wall_triggers that changed the thing when you turn off the light. The thing became worse when I wanted it to be breakable so I had to put on a shootable switch, a gib thrower and some multimanager stuff... It was THAT complicated that didn?t want to use it. Anyone who plays the map sees that glowing object as it glows in his/her map, why bother?. Let?s do something playable and forget about little things like these
(I fail in doing something playable :().
By the way Andy, how much does increase the size of the BSP if I include the textures in it?. I?m about uploading something and it?s near the 2mb (only the bsps!). I was wondering if it was better to include a wad file in the zip for the player to locate it or if it was better to include it in the bsp... Maybe a batch file could do the installation thing with wads and models (yeah, talked about this before) so, any advantages in incluiding?.
Oh, another thing... For newbies like me, I found that using your own (name).rad file works cool, somehow my advanced compile works with a lights.rad that it?s hidden or included in the code. Using -lights myrad.rad solved the problem of incluiding new texlights...
And I?m moving to bed. It?s 3:55 AM here and I?m pretty tired.
See ya!!!!!.