Yup, all they differ in is that one of them sets a flag in the PVS data that the 3d skybox is potentially visible and should be drawn. No 3d...
The shader isn't the issue here. The issue is the surface properties.
Check the value of the console variable mat_filterlightmaps, it controls if the lightmap is interpolated or not.
Diffing requires good versions of the source files. Decompiled versions hardly count as good versions. Even the tiniest decompilation artifact...
No, individual particles are not their own entities.
And you haven't used any strange "configs" that simply turn of decals?
The only part that would require new entities would be the towers. And perhaps those bots.
There is a whitelist of entities that are not reset. Don't recall what's on it or where to find it tho.
Import into what?
Yeah, the brush id in the report is wrong. vbsp doesn't tell you the brush id, it tells you the ordinal index of the brush. Which hammer doesn't...
You forgot the material and texture files.
Turn on VIS before logging any complaints.
trigger_player_respawn_override seems like it could help here.
Any entity class. The I/O system does not care which entity sends the event. You need to specify the target name of the path_track that the train...
filter_activator_name seems to be the entity class to use here.
Are you using a soundscript to replace the official sound? If not, do that.
Point them at your feet instead of your head.
Skyboxes block visibility calculations. Which are allowed to have false positives. Skyboxes don't actually draw anything on their own, they just...
What did you set the previous control point keyvalues to?
Soundscapes can't change anything. It's soundscripts that you want.
Separate names with a comma.