Seeing what you did with the detail texture, I concluded that it's a nice way to emulate HDR in GoldSRC.HDR is not about the textures, it's about lighting, and generally involve techniques such as bloom, lens flares and tone mapping. This is what HDR looks like. Unless there are many flashlights pointing to the texture and reacting to the player's position and angles, nothing from HDR is "emulated".
You could have at least made it 3200px, or 3072pxToo much for GoldSource (even for Xash3D), I've seen some projects that "enhance" HL's campaign with Xash3D/Trinity or whatever and the maximum I've seen so far is 2048x2048 pixels and I think that this texture size should be the "extreme maximum" for GoldSource and I think this is also the max we use in ARRANGEMENT for HD textures.
Did play a mod sometime ago that had ambient based on combat so i wonder how they did it 0-oName of this mod ?
*3000px texture & 3000px detail textureHuge waste of VRAM and probably blury texture resulting to quality loss due to resize of power of 2, that's all I have to say.
didnt did anyone use it in SP mod?Counter-Strike : Condition Zero - Deleted Scenes (if I remember correctly)
rly wanted to see it not just in one MP map ;] and isnt there some limit to it? what worries me the 60 TGA files (512x512) can be heavy.I think there is no limit on that, you can try to see if compressed TGA works.
Duke Nukem forever had a lot of interactivity, but literally everything else about it was sooo direI've picked up shit in the toilets, would do it again 11/10
But, if the problem was the player being stuck when you reach that point, the problem is the calculation of movement, probably, since GoldSRC has to synchronize the movement of the player with the train, and then a glitch simply happens.There is no "sync with the player" code on any brush entity that move within Half-Life (this includes "func_door", "func_train", "func_tracktrain", <Insert other brush entities that move here>).
I dont know anything about this but does this have something to do with so called events?For monsters, events are used for some "behavior logic". All of this is handled by a method called "HandleAnimEvent" which is overridden by each monster.