User:SirYodaJedi/Source map compiler wishlist: Difference between revisions
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SirYodaJedi (talk | contribs) (Created page with "Features I'd like to see in custom compilers for {{src13sp}}, {{src13mp}}, and {{strata}} == BSP/CSG == * func_group * Ability to set func_group and func_detail as nonsolid (...") |
SirYodaJedi (talk | contribs) m (→RAD) |
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* bounced named lights | * bounced named lights | ||
* toggleable shadows for brush entities, handled in a similar manner VHLT's [[light_shadow]] (so they'd be controlled by a regular [[light]] entity in-game) | * toggleable shadows for brush entities, handled in a similar manner VHLT's [[light_shadow]] (so they'd be controlled by a regular [[light]] entity in-game) | ||
* toggleable texlights, handled in a similar manner VHLT's [[light_surface]] (so they'd be controlled by a regular [[light]] entity in-game) |
Revision as of 12:05, 2 March 2024
Features I'd like to see in custom compilers for ,
, and
BSP/CSG
- func_group
- Ability to set func_group and func_detail as nonsolid (ex: for foliage).
- Ability to override the contents of func_group and func_detail (ex: for grates).
VIS
It's fine, really.
RAD
- 64-bit executable
- bounced prop_static lighting (bouncing both ways between props and lightmaps); this would be really beneficial on lightmapped props
- bounced named lights
- toggleable shadows for brush entities, handled in a similar manner VHLT's light_shadow (so they'd be controlled by a regular light entity in-game)
- toggleable texlights, handled in a similar manner VHLT's light_surface (so they'd be controlled by a regular light entity in-game)