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- {{This is a|internal=1|point entity|name=info_texlights|game=ZHLT|game1=VHLT|nocat=1}} :{{Important|In VHLT, lights from info_texlights with color set to {{code|255 255 255}} will use1,007 bytes (157 words) - 08:05, 28 April 2025
 - ...GoldSrc)|alt=cycler}} can be used to streamline this process, ensuring the entities are defined in the correct order in the compiled BSP.}}}}2 KB (367 words) - 08:43, 16 March 2025
 - ...etail]] and [[func_group (GoldSrc)|func_group]]), leaving only hull 0 (the point hull, which also is the rendered mesh). The {{code|-nohull2}} HLCSG paramet ...s]], the {{code|_hulls}} KV can be used to disable clipnodes on real brush entities only (not [[func_detail (GoldSrc)|func_detail]] or [[func_group (GoldSrc)|f999 bytes (145 words) - 07:15, 12 March 2025
 - {{this is a|point entity|name=light_environment|engine=GoldSrc}} ..._spread}}, added with [[ZHLT]], and {{code|_diffuse_light2}}, added with [[VHLT]].}}1,013 bytes (151 words) - 16:22, 7 May 2025
 - ...tools]] and add {{code|_splitturb 0}} to worldspawn. For [[func_water]], [[VHLT]]'s {{code|zhlt_striprad}} can be used.}} }} ...l textures in this set in sequence (at roughly 10 FPS). If tied to certain entities, such as {{ent|func_wall (GoldSrc)|alt=func_wall}} or {{ent|func_button (Go5 KB (773 words) - 12:03, 9 June 2025
 - ...be rendering related keyvalues and inputs available only to specific brush entities{{confirm}} and those would be listed on their pages. ...ty will cast baked [[lightmap]] shadows.<br>Recommended for "static" brush entities that don't move, toggle, or get deleted. Can be useful for [[func_door|door4 KB (571 words) - 07:44, 20 May 2025
 - ...LT.WAD]]}}, as it contains all necessary tool textures used by [[ZHLT]], [[VHLT]], and derivatives.}} | Used for [[trigger]] brush entities. {{note|The version of this texture found in {{code|XENO.WAD}} uses a [[:Fi23 KB (3,422 words) - 06:19, 20 May 2025
 - In [[HLBSP]] ([[ZHLT]]/[[VHLT]]), it will generate this error: probably should not be deleted. Some complex rotating objects entities need14 KB (2,431 words) - 20:50, 4 July 2025
 - {{this is a|point entity|name=light_surface|internal=1|game=VHLT}} It is used to create a [[texlight]] that can be toggled or animated like ...ter entity classname|classname|Only cast this texlight from brush faces on entities with this [[classname]].}}7 KB (916 words) - 13:03, 24 April 2025
 - * Use [[VHLT]], not the original HL1 compile tools. The official maps were compiled with ...g|Use Day of Defeats FGD in pair with Half-Life FGD, or you won't see most entities!}}8 KB (1,368 words) - 06:20, 20 May 2025
 - ...and the optimization features provided by [[ZHLT]] and the now-standard [[VHLT]] are not mentioned.}} ...that [[displacement]]s, [[Point entity|point]] and [[Brush entity|brush]] entities (including [[#Detail_brushes|detail brushes]]) don't affect leaves. Create13 KB (2,110 words) - 12:33, 22 March 2025
 - Dans {{L|HLBSP}} ({{L|ZHLT}}/{{L|VHLT}}), cela générera l'erreur suivante: probably should not be deleted. Some complex rotating objects entities need16 KB (2,704 words) - 01:59, 27 August 2025