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Besieds, it's a bad idea in the first place to recompile a decompiled map.
The guides for half-life 2. reddawn is half-life 1Yeah, it may be a Source tutorial, but the actual techniques remain the same. I know for a fact that HL1 uses hint brushes and func_details. And I'm pretty sure that it uses occluders, areaportals, etc.
The game renders light as if all brush-based entities and prop_physics/dynamic were never there
the HL compile tools ignored entities during lighting, but the HL2 tools do take entities into accountYeah, that's what I meant (sorry if I wasn't clear). I know that prop_statics are taken into account when rendering light, but not dynamic and physics props (in the Source engine, of course). I don't know if HL1 takes static_props into account. Basicly, what I was saying is that lighting is determined by world geometry (and static props if HL1 takes em into account
Setting CSprite to non-sprite model sprites/glow01It was higher up in the console's pile of entries that were made when I started the level, so I never saw them at first.
Enjoy oh and XSI...BLEUGH!XSI pwnz j00!