hls14amrl_visgroups - MaestroFenix/Half-Life-Resized-Maps GitHub Wiki
- func_train
Entity setup used by the rotating platforms and the beam arcs in C4A1.
- sp_start
item_suit and other items being used on map start in Half-Life: Source.
- gmod_xenlight
Special visgroup intended to be used with Half-Life: Co-op gamemode ( since Xen lightstalks have already integrated dynamic lights via Lua ).
- dyn_xenlight
A mix of named lights, light_dynamic
and triggers ( since Xen lightstalks sends an +Use
input, which light_dynamic
can't use ).
Closest approach to the behaviour in HL1, at expense of an increased entity number and performance ( 20-40 FPS loss and around 300-600 IN at the netgraph
when the light_dynamics
are on ). For better lighting at cost of not being dynamic, use "static_xenlights".
- static_xenlights
Xen lightstalks as prop_dynamic
+ static lights. Use this if "dyn_xenlight" is too heavy on performance / dislike the lighting results produced by light_dynamic
.
- old_laser_lights
LEGACY. Dynamic lights used by the "laser turrets" in C4A1. Don't ship with them, use "new_laserlights".
- new_laserlights
Dynamic lights used by the "laser turrets" in C4A1, slightly tweaked from the original settings.
- old_lights
LEGACY. Point lights used on the previous versions of this map. Don't ship with them, use the texlights defined in lights.rad instead.
- old_lightgen
Dynamic lights used by the "alien generators" on C4A1B. Currently unused due hitting the "32 max named lights" limit + being barely noticeable on Source.
- teleport_blockers
Brush blockers used with Half-Life: Co-op gamemode on the teleporters.
- sky_spotlights
Spotlights used to mock the sky illumination of C4A2.
- fade_groupteleport
env_fades
configured so all the players will have them, regardless of being in a teleport or not. Intended for these games / mods
where all players will be teleported at once in order to allow individual "island" optimizations.
- fade_nogroupteleport:
env_fades
configured so only the activator of each teleport will have them. Intended for Gmod as each player has to move on their own
to the next "island".
- ent_removers
Proceeds to clean up entities of an "island" once it is cleared, in order to combat possible ED_ALLOCS crashes.
- env_sound
Env_sound entities ( soundscapes ).
- cubemaps
Self-explanatory.
- autosaves
Autosaves for HL:S, don't use in MP.
Always Use func_train
, new_laserlights
and sky_spotlights
regardless of the game / mod being compiled the map for.