I thought that bspsrc could unpack the packfile lump with a button press. A separate button from the decompile button.
You'd need access to the C++ source code of the game for this. So it's not possible.
This is hardcoded in the C++ code. You can't change this.
It's not your error. Valve just sucks at delivering a bug free map editor. You can safely ignore it.
As for the block light issue, that's a simple misunderstanding. That material doesn't affect rendering. It has no collision geometry and doesn't...
Looks like the usual collision model vs actual geometry issue. Add the needed flag for vrad.
First of all, do you have any leaks? Leaks screw up water big time. Second, do you have multiple water surface levels? If they share PVS (and are...
Remember that you can use instances to work with on grid geometry that is rotated in the actual map.
The error is that vbsp is dumb and doesn't understand cubemaps with different resolutions for the sides. All it does is failing to use the skybox...
Overlays can be on multiple brushes at once. But you may have to manually set them in hammer.
Your screenshot disagrees. There are glaringly obvious gaps in the geometry that leads out into the void.
The game doesn't understand bzip2. That is a convenience used solely during download, the files are automatically unpacked at the end of the download.
You do not. You also don't edit your post to remove the question.
When an areaportal is closed (and there are none other open ones) so that two areas can't see each other, the engine will not draw the other area....
In short, just don't extend the trigger area to the exit side.
Did you cut the floor brush along the wall? Otherwise, dynamic shadows are just plain broken in source.
Or add I/O for the actual point entity. Which works in any point based game mode. There are outputs for when each team captures the point. Those...
And of course, don't forget that you get to pick separate HDR settings for each light entity.
Animated props can't use the prop_static entity class. They have to use prop_dynamic.
Separate names with a comma.