well hl2 map length is 32k units, hl1 is 8k, if im not wrong and ofc the limits are tighter. Visually it might be possible to make large terrains, up to 32k, using large scale textures or models. Check out HLDM maps like eden or karnak
i seen custom textures named the same as the original ones in halflife.wad for the sake of sounds (dirt/metal etc) and sometimes the map would load with the halflife.wad textures instead of the custom ones
you can only have 4 switchable lights on one face, if there are more, vhlt excludes those faces and makes them black instead of giving an error. You could try giving those candles a smaller radius so they dont overlap and wont reach 4 on a face. All this stuff was posted on the VHLT thread in sven forums
if u want complete virtual security, throw your PC and phone out of your window, hoping not to kill some poor cat. Same happens in HL1, the secret is in your ability to tell which servers are shitty, they usually stink
Try putting an info_sunlight with values 0 0 0 0 anywhere in the map. But you would achieve the best results with making that model from brushes instead and making it a func_detail.
info_sunlight disables the shading of models when theyre in open sunlight and takes the light values from the ground below, since with VHLT you might have colored bounces of the surrounding map and so it might lit the model differently than the original color of light_environment.
Tetsu0 I think models dont receive light information during compile, they take the values during the game
There were updates but it's still the same engine. If your mod isn't too sophisticated I don't see why you can't make it compatible with all versions of HL. Like you can take the most complex map from today and it will run on the oldest version of HL, it's only going to be 16-bit color, detail textures won't work and some other stuff, you get the idea...
Always use larger canvas, even if 256x192 is allowed, don't use it, use 256x256, because only direct powers of 2 (4, 8, 16, 32, 64 etc) work properly, other sizes make the texture blurry and facked up
Even now TWHL looks very modern but since it's centered around a retro game I think it should look a bit retro as well. Please just don't fall for that new scroll down forever type crap...
model to sprite LOD is a great thing, I remember in one MMORPG there was this huge forest and it took me years to realize that all the trees far away were sprites
Not sure but in PS, I would have transparent/checkered areas then convert it to indexed keeping the transparency and the transparency would be the last color in the palette, then I would simply change it to 255 blue.
func_detail does create a world brush but tells the compiler to not contribute it to visibility (VIS) calculation so you can't seal the map from void with it. It should be used for details, just like it's name says. And some other smart uses...