Replies: 3 comments 1 reply
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Yeah this sounds good.
There is very limited support for this but it's implemented in a very hacky / inelegant way. The challenge is, What I do is (this is old, has been in the release builds for several years):
Then I think the better approach is for |
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Oh I see, it's not supported at a file format level, unless I make the brush an entity. Is there much support for BSPX outside of FTE? If not, could light decompose the BSPX to a BSP2? |
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I think BSPX works everywhere (Dos/WinQuake included) and on all .bsp formats - it's just a standard way of stashing extra custom lumps at the end of a .bsp file and giving them names. Unknown BSPX lumps are just ignored by engines. An auxiliary file to communicate between |
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Essentially a parallel to the Source engines's
tools/toolsblocklight
material. These are useful to embed as thin brushes inside doors to prevent light bleeding through, but the door can't be made solid to light because that would create black areas in the door frame. Idea had come up when talking to @Paril a while back where I mentioned I thought it was a bug thatskip
textured brush with_shadow 1
doesn't block light.Beta Was this translation helpful? Give feedback.
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