- turning the bars into a func_wall/func_detail
- setting it's light mode to opaque/opaque+embedded fix
- moving it to world(not even this did work, so I guess it isn't the brush it self)
- copying the bars(so it's a brush over a brush) and applying a NULL texture, but that only results in no bars getting rendered at all
I've also tried the grid map size setting of the light_surface, but that didn't seem to change anything besides the compile time.
I'm compiling with RAD set to -extra, -bounce 8 and -blur 1.0.
I remember while randomly trying different things that I managed to get the bars to produce some blurry shadows, but I can't remember what it was.
There's also supposed to be a glass window between the bars, but I took it out to see if that's causing the lighting issue, but apparently it isn't.
It's stuff like this that puts me off of mapping, things that theoretically should work as expected, but don't and you don't know why and googling for a solution is helpless, atleast if I try terms like "light_surface opaque" "goldsrc shadow casting" "goldsrc block light", there's tons of results if I e.g. switch goldsrc to hammer, but then it's all about Source SDK, I know how I'd achieve the effect there. Either increasing the lightmap grid, or using the tooltexture blocklight.
Or am I just asking too much from GoldSrc, as in the engine isn't capable of producing said shadows? I saw this screenshot the other day: https://i.imgur.com/tw0JaUp.jpg
I think the effect is done by a { texture set to solid rendermode and then have it's lightmode set to opaque. Theoretically I could rebuild the bars in 2D this way, but I'd prefer the brush based 3D way.
Edit: I guess I could try placing hint/skip brushes behind the bars, atleast that's worth testing.
Edit2: Either I did it wrong, or it did not work: https://i.imgur.com/J2CikSH.png