Is it just me, or could they have made them prop_statics that use a material proxy to handle the animation instead and achieved the same result? I want to believe Valve is smarter than that (lazy, sure, but smart), but I'm looking at the model in HLMV and I swear the inside part is literally just a cylinder with a 3D-looking texture on it and wondering what I might be missing.
Point is, I've got half a mind to teach myself how to decompile it and mod it into a version that's backward compatible but can also be used as a static prop without sacrificing the animation. 'Cause I'm sick of seeing maps where it clearly doesn't cast a shadow.
Point is, I've got half a mind to teach myself how to decompile it and mod it into a version that's backward compatible but can also be used as a static prop without sacrificing the animation. 'Cause I'm sick of seeing maps where it clearly doesn't cast a shadow.