Forum posts

Posted 9 years ago2015-01-21 15:02:04 UTC
in Bad light faces with columns Post #323435
An entity is an entity that exists in-game.
Also, I think the light-entities are used for model lighting, for items, monsters and other stuff that uses models.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-20 18:23:59 UTC
in Bad light faces with columns Post #323425
Info nodes does exist as entitys. How would the Engine otherwise be able to build nodegraphs at runtime?
Unnamed lights are also entitys, the actual world light information isn't stored in them in compiled maps tough. Rad processes the light values, but keep the entity.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-20 14:55:28 UTC
in Bad light faces with columns Post #323416
Just... Don't call it an entity unless it's an actual entity in-game, okay?
Coming to think of it, what happens if you assign a brush to a non-existent entity? For example: func_sadpanda
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-19 13:23:52 UTC
in Bad light faces with columns Post #323386
func_detail is treated like an entity in valve hammer/world craft but not by the goldsrc engine, so it does not count as model. It just a way to say the engine to don't cut the adjacent world solids.

https://developer.valvesoftware.com/wiki/Fu
nc_detail

func_wall is an entity and it also does not cut the world brushes because of its entity feature.
All articles on the VCD applies to Source.
It also doesn't tell the engine, it's the compilers that recieve the non-cut thing.
I think of brushes in a binary way. Either they are an in-game entity, or they are worl-brushes. Since func_detail doesn't exist in the engine, it's a world brush. So the func_detail must seal up World space and prevent leaks.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-18 15:36:14 UTC
in Bad light faces with columns Post #323369
No, you said func_detail is an entity, but it's not. Func_detail is not an entity in any way... Oh, before I forget, this is how I define an entity:
"A defined c++ clas linked to an in-game existing object with a classname."
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-18 08:44:38 UTC
in Bad light faces with columns Post #323363
I'm pretty certain func_details in GoldSrc is only processed at compiletime by HLBSP, and then deleted (as an entity). Look through ALL of the HL1 source code, and tell me if you find anything that makes the func_detail exist in the engine. Becuase it doesn't. In Source, the func_detail entity is implemented by Valve, and therefor exist in-game.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-17 10:19:19 UTC
in Bad light faces with columns Post #323353
No entity will seal a level. Only world brushes will do that.
And yet, someone said it doesn't count towards entity limit:
It doesn't clip surrounding brushes, doesn't count towards the entity limit (func_wall does) and still casts shadows (func_wall doesn't).
And since it only exist with ZHLT or any tools built on that technology (VHLT), it doesn't exist as an entity in-game.
Can anybody please explain properly?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-16 12:56:12 UTC
in Bad light faces with columns Post #323341
But does func_detail still seal up world space to prevent leaks, like the func_detail in Source does not? Also, if you have ZHLT or any tools based on it, you can set any func_ entity to cast shadows.
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-16 12:42:34 UTC
in Bad light faces with columns Post #323339
What does the 'func_detail' entity really do in Half-Life 1? In Half-Life 2 (and other source games) I know it works as a non-visclip brush. But it doesn't even exist in the engine of HL1. It's only processed by the compile tools. Where I would have used a func_detail in source, I use a func_wall in GoldSrc. I do in fact use the VHLT compile tools, but I just want to know, what makes the func_detail superior to func_wall in HL1 GoldSrc?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-11 10:47:13 UTC
in wtf is this hidden face in stone??? Post #323201
Oh, and don't forget to make a normal map for that texture. :hammer:
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-01-10 16:14:17 UTC
in wtf is this hidden face in stone??? Post #323170
In what game is this texture? And what's the texture filename? Also, is that a custom model, or an official model? Most textures can actually have faces if managed the right way.
Dr. Orange Dr. OrangeSource good.