Forum posts

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.