Re: Static Prop Renders... Bright!
Posted by HazardGameR^ on Thu Dec 22nd at 12:27pm 2005
Might be because it's 2 different entities? *pssst*
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Re: Static Prop Renders... Bright!
Posted by G.Ballblue on Thu Dec 22nd at 5:39pm 2005

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Re: Static Prop Renders... Bright!
Posted by Andrei on Fri Dec 23rd at 3:40pm 2005
Seeing as how "complex" the model is, why not make it a good ol' brush
instead and just use the func_physbox entity? EH? Or are those just
example models?
For HL1 we used to have a _maxlight command. You could use smart edit to add this command to your prop and see what happens.

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Re: Static Prop Renders... Bright!
Posted by wil5on on Fri Dec 23rd at 10:35pm 2005
Try putting some lights in the map and running with RAD, that may help.

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Re: Static Prop Renders... Bright!
Posted by G.Ballblue on Fri Dec 23rd at 10:42pm 2005
Sorry I've missing from this thread for a day, but now I'm here to get to it:
@Wil5son: Can't do anything to the map atm, getting an abnoxious
error when trying to fire Hammer up, since the new update (and it's not
the stupid one I mentioned in the General Banter forum
) It seems that there are other people suffering from the same
problem I'm getting, when trying to use CFSC.
@Andrei: Well, these models sort of are a test -- in the sense
that they're the first models I'm implementing, but eventually they
will be used in the map I'm working. And as for not making the
static_prop into a brush? Well, I've gotta learn how to make a
static_prop some time : Might as well start now
func_physboxing wouldn't work, because the material is a model
material, and incompatible with brushes -- plus, I get more control
over a prop_physics than I do with a func_physbox.
@Hazzard: You need two different entities if you want both a prop
static and prop physics. Also, you can't just use a prop_physics
model as a prop_static entity. I don't quite understand what you're
saying though -- be more detailed?

G.Ballblue
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Breaking the laws of mapping since 2003 and doing a damn fine job at it