rnd332tec
rnd332tec
Would it be possible, during the compiling process (on the fly), to avoid assigning shadow rendering calculations to func_ entities entirely, and instead create a temporary copy of these entities...
With the following custom entity, it handles the luxels correctly, but the shading is otherwise inconsistent: ``` void() func_fake_illusionary = { self.movetype = MOVETYPE_NONE; self.solid = SOLID_NOT; setmodel(self, self.model); };...
Okay, very interessing -> If I select all gravestones, including the ground, and convert them into a "single" **func_fake_illusionary** entity, I get the following result: ... looks like structural result...