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What do you know about these ents/properties?
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Post What do you know about these ents/properties? 
These entities and/or properties seem broken. I can't verify that they're broken or that they work, so if you have anything to add about any of these, by all means, go ahead. Full credit to anyone who gives good data Wink

- Render modes (more info here)

- The "Hinge Axis," "Hardware Type," and "Health" of a prop_door_rotating

- Any and all "Lighting Origin Hack" properties, as well as the info_lighting_relative entity

- The "Duration" of an env_flare

- The "Screen Aspect Ratio" property of a point_camera

- The difference between "Fade In/Out" and "Credits" for a game_text's Text Effect

- The entity move_keyframed

- The entity trigger_wind

[edited 31/01/05]

- The quadbounds() FGD helper as well as the difference in NPCClass, MoverClass, KeyframeClass...

[edited 3/02/05]

- The Impact damage type on prop_physics and its special cases; also, the Debris with trigger interaction flag of prop_physics

Also, many, many entities support Ignite(void) inputs. Should that be written into the FGD, even though there is no reason they'd ever be ignited?

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As for the render mode, i was reading up on a forum about it somewhere, and acording to Valve, there releaseing some new light entitys into HL2, and there create a new map just to show it off, as for the moment i guess there erelivent but maybe its still there either due to lack of effort OR its for the new lighting again? i cant see why the ywould just leave it there.


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The Hinge on the door? this is just a guess on this one but have you tried it with say a cat flap effect, join it to the ORIGIN brush like a normal rotating door and s that helps it? Just a guess mind you.


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MaliCE wrote:
As for the render mode, i was reading up on a forum about it somewhere, and acording to Valve, there releaseing some new light entitys into HL2, and there create a new map just to show it off, as for the moment i guess there erelivent but maybe its still there either due to lack of effort OR its for the new lighting again? i cant see why the ywould just leave it there.


Any chance you could find the thread? I think I'm going to change the render stuff to reflect my data in the other thread, then change it back as necessary.

As for the rotating door, Source doesn't have origin brushes. Normal func_door_rotating has flags to control its rotation axis and it rotates around the origin, but prop_door_rotating does not...

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Cant find where i found it in the first place but this is off PHL

"One feature that we'll be adding to the Source engine in the coming months is high dynamic range lighting. To showcase this we've taken a part of the Highway 17 chapter of Half-Life 2 and worked it into a single level that incorporates HDR along with some new gameplay. We're calling this short level "The Lost Coast," and it will be made available free of charge to Half-Life 2 customers that meet a specific set of high end hardware requirements. We'll be publishing those requirements soon."

and about the origin it was a random guess :p


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MaliCE wrote:
Cant find where i found it in the first place but this is off PHL

"One feature that we'll be adding to the Source engine in the coming months is high dynamic range lighting. To showcase this we've taken a part of the Highway 17 chapter of Half-Life 2 and worked it into a single level that incorporates HDR along with some new gameplay. We're calling this short level "The Lost Coast," and it will be made available free of charge to Half-Life 2 customers that meet a specific set of high end hardware requirements. We'll be publishing those requirements soon."

and about the origin it was a random guess :p


The render modes are a legacy way of making a texture transparent, though, and I don't see how light would figure into that Wink

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mmm, Valve are gay sometimes, i cant see them leaving something like that behind for no reason, or any of them for that point.


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The Trigger_wind (this isnt tested) could be used to imatate the movement of something, as for the engine, as far as HL2 cares an object on the floor wont know when something goes past fast right?, so the trigger could be used to fake if you may say the wind something creates as if to say its done by that?

I think i'll knock up a map and play around to see what it likes and hates.


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MaliCE wrote:
mmm, Valve are gay sometimes, i cant see them leaving something like that behind for no reason, or any of them for that point.


Func_wall, func_illusionary, func_water, func_ladder. Left behind for no reason. Valve don't know what they're doing. Razz

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God knows what they were thinking, i just stand by the fact there very lazy!


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Func_wall, func_illusionary, func_water, func_ladder. Left behind for no reason. Valve don't know what they're doing.


I thought func_ladder was an invisible brush that you can climb up. Might be wrong though.

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Yeah, refered to the manual and then tryed it.

Just like the old school way ladders work I guess. You have to use the tools\toolsinvisibleladder material though.

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