Is this tool texture possible?

NoodleCollie

Stoat fiend
aa
Jul 30, 2009
383
335
Say I have a closed-off room that it s not possible to get into. The only space linking this room to the map's playable space is a brush-based, func_detail window with frame that completely seals its hole; the player will never see the other side of this window or its frame.

At the moment, I add nodraw to the back of the window frame but leave the back of the window itself as the same glass texture as on the front, in order for light inside the room to be cast outside. Would it be possible, though texture flags, to create a tools texture that acts in exactly the same way as nodraw (ie it isn't rendered) but does not cast shadows? In this case I would be able to apply it to the back of my window, have the window not render its back face but still have light cast through it.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
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Invisible doesn't block light, although is rendered. I'm not sure if you're not better off just texturing the back with the same glass material; one face isn't that bad.
 

NoodleCollie

Stoat fiend
aa
Jul 30, 2009
383
335
My problem comes in the situation I have now, where I have a grating around the bottom of generators (like in Turbine) and lights underneath that need to shine through. Because of the shape of the grating (there's a circle cut out of the middle), for each of the four generators there would be sixteen faces underneath that would need to be textured with the light-permitting grating texture, which is where my problem comes. I could just use a func_brush with no shadowing, but I'm sure there must be a more elegant solution than that.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
In other news, this thread has revealed to me why all the windows in official maps are func_brush'd.