It's a prop_static model lighting that can have it's own individual lighting options and shadows can be casted upon them. The models that use them look way better and shiny. They propably just tweaked the system and not the models itself.

-ics

Mortimer Stroodle kirjoitti:
Some kind of lighting thing that recently got implemented in TF2 maps (at least Asteroid, maybe others) made it impossible to load them in SFM. Presumably they altered the maps so that they are now compatible with SFM, rather than making any actual changes to SFM.

On Tue, Nov 4, 2014 at 3:13 PM, Daniel Barreiro <smelly.feet.you.h...@gmail.com <mailto:smelly.feet.you.h...@gmail.com>> wrote:


    - Fixed maps not loading correctly in the SFM tool

    SFMers over in Open Source Filmmaker are a bit confused. Why is
    this in a TF2 update log and what is it referring to?

    On Tue Nov 04 2014 at 6:09:09 PM Eric Smith
    <er...@valvesoftware.com <mailto:er...@valvesoftware.com>> wrote:

        We've released a mandatory update for TF2. The notes for the
        update are below. The new version number is 2474792.

        -Eric

        -----------------------------------------

        - Added the 'Tomb Raider' tag to the item import tool
                - http://www.teamfortress.com/post.php?id=14855
        - Added The Kritz or Treat Canteen to the Halloween 2014
        Community Bundle
                - Players who previously purchased the bundle have
        automatically been granted the item
        - Fixed a client crash that could happen while the server was
        changing maps
        - Fixed the Teleport spell not appearing in Helltower
        - Fixed rare spells appearing in regular Helltower spellbook
        pick-ups
        - Fixed disguised Spies not displaying the correct health
        value to enemies
        - Fixed the Engineer not playing the proper response rules
        while using the Golden Frying Pan
        - Fixed the Sniper getting stuck with a zoomed FOV after
        taunting while zooming
        - Fixed maps not loading correctly in the SFM tool
        - Fixed a bug in the Workshop import tool related to frame
        count calculation for taunts that were exported from the SFM tool
        - Fixed the Demoman not riding in the correct bumper car
        position when holding two-handed melee weapons
        - Disabled auto team-balance while players are in hell on
        Helltower and Carnival of Carnage
        - Updated bumper cars to deal damage when hitting players not
        in bumper cars
        - Updated the Necro Smasher so Strange parts and Halloween
        Spells can be applied to it
        - Updated the equip_region for the Iron Fist
        - Removed the smoke effect from the Tiny Texan
        - Updated the Rescue Ranger so players no longer block its
        ability to pick-up buildings from a distance
        - Updated sd_doomsday_event
                - Fixed a bug where Merasmus's curses would trigger
        during the bumper car minigames
                - Fixed players using the tiny-melee-only curse to get
        outside of the playable area of the map
                - Fixed a bug with the Eureka Effect and with
        teleporters where players could escape being teleported to the
        bumper car minigames
                - Reduced duration of the Monoculus spell from 15
        seconds to 8 seconds
                - Fixed players being able to construct buildings in
        the spawn areas
                - Fixed Engineers not being able to build if a
        Merasmus curse is enabled while they were carrying a building
                - Updated Merasmus's curses to remove all projectiles
        and sentry gun ammo when teleporting players to the middle of
        the map



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