world brushes and brush entities
all the textures with proper scaling and quality
Can probably do decals, overlays and sounds, it just wasn't the point.
What's not there:
Some textures may be misaligned, this is a decompiler issue.
I did some basic replacements so maps won't require much effort to compile. Maps and textures are given with XashXT toolkit and Xash3D engine to avoid any hardship of Goldsource.
Use QuArK or Jackhammer or w/e to convert vmf to jmf or map.
I strongly advise Uncle Mike's P2ST compiler which I also include. Useful keys to put into map properties:
zhlt_maxextent 128 to increase fps and decrease compile times
zhlt_texturestep X to control lightmap quality
How to retain original HL2 colors:
p2rad.exe -dscale 1 -gamma 2.2
map compilers go to Half-Life folder!
zhlt_worldluxels 0 1 2 to fix uneven lightmap on small details, or to fix seams
zhlt_nocsg 0 1 (entire map or func_group) brushes don't cut each other
XashXT supports overbright (see parameter in glsl\const.h) and external textures: materials\texture.tga
Run xash wih -help to generate help file.
Worked on my first Source Mod the last Months...
Glad to release the demo today... Should be fun to play...
Dont know right now if there will be more levels because my hammer and files are broke during edting the filestructure. Hope to fix it.
Any similarities to the other "Dust" Half Life 2 mod are random.
Doesnt know that an other mod exists.
Would be nice indeed... I`l see what i can do
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This file contains hl2 wads and "hl2: update" map sources, texture names in wads and in map sources were edited to match each other.
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