Classify()
method is used by the monster to return which classification it belongs to, and IRelationship(CBaseEntity* pTarget)
method is used to find the monster's relation to a target monster.IRelationship
method in both hgrunt.cpp
and islave.cpp
to check if the target's classname is the opposite and return R_AL
(-2, ally), something like:
if (FClassnameIs(pTarget->pev, "monster_human_grunt"))
{
return R_AL;
}
Since both monsters already override that method with special handling, I'd suggest adding this check at the start of the method._fade
and _falloff
ZHLT keyvalues. The best likeness would be using the same qrad compiler that Valve originally used.landmark1
for the m1->m2 transition and landmark2
for the m2 -> m3 transition).-dlight #
option on the RAD compiler. I don't remember if 1 corresponded to that original qrad lighting, or if you need to use 2. Just try out both and see which helps you replicate the lighting bestValve Software - vrad.exe SSE (May 22 2006)Someone can help me fix this?
--- Radiosity Simulator --
1 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']
Loading e:installspillhalflifehlsteamsteamappserty_reveloutionhalf-life 2hl2mapsertyinvasion.bsp
Error opening e:installspillhalflifehlsteamsteamappserty_reveloutionhalf-life 2hl2mapsertyinvasion.bsp
** Executing...
** Command: Copy File
** Parameters: "E:installSpillhalflifeHLSTEAMSteamAppserty_reveloutionhalf-life 2hl2mapsErtyinvasion.bsp" "e:installspillhalflifehlsteamsteamappserty_reveloutionhalf-life 2hl2mapsinvasion.bsp"
The command failed. Windows reported the error:
"The system doesn't find specific file."