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SourceToSoF2 v1.1.1

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@KENNITHHH KENNITHHH released this 21 Oct 21:49

Changelog

v1.1.1

Three fixes found by testing v1.1.0 on de_cbble.

Fixes

  • Invisible Source volumes no longer cast shadows. A brush made of Source's
    nodraw is solid but invisible, and casts no shadow in Source - the compiled
    Source map has no faces for it at all. Converted, it blocked light and left
    hard black patches: on de_cbble a func_breakable over the long roof left a
    640 x 240 unit band of wall and trim pitch black where CS:S has it sunlit.
    Those volumes still stop players and bullets, they just let light through.
  • Terrain in patch mode no longer shows the missing-texture grid. The
    terrain's shader name is built from the map's material, and the four names
    derived from it (_0, _1, _0to1, .vertex) ran past the 59 characters
    SoF2 allows, so the shader file shortened two of them while the .map kept
    the long ones and nothing matched. The name is shortened up front now, with
    room left for the suffixes. lwo terrain was never affected.

Editor

  • Terrain shows its own ground texture in Radiant instead of the flat
    tools/_terrain tool texture, so a landscape is easier to edit by hand. The
    compile is unchanged.
  • The slabs under displacement terrain draw solid in Radiant instead of
    see-through, so they are easier to pick and move.

Notes

  • Reconvert the whole map (not the compile alone) after updating: the terrain
    names in the .map and in the .shader change together, and new alphamap
    .pcx files are written.