As a mapper in valve´s Hammer i know that i can´t make huge maps with high detail like in game S.T.A.L.K.E.R with their X-ray engine.
There is more than one thing i or we like in their engine.The dynamic map shadowing (day and night) ,Enormous huge maps ,high detail buildings/objects and this material thing that this topic i started for.
Only problem in Stalker is that their engine don´t have brush based (hammer based) triggers and Entity´s with their Inputs and Outputs.
and is too complicated for normal person to make maps for their engine.
I found in Stalker that all geometry in map are separate objects that they don´t have prop data like in source engine but the object have separete textures and their textures have material propertiles like textures for hammer have surfaceprop properties (gravel,metal,glass...).
So its possible to make object or objects with separate textures that have different surfaceprop properties?
(Object that will act like textured brush based geomety in hammer)
Why i want this kind of thing?
Because it will be better for hammer mapers to make more detail maps.
Imagine.Create district like in Stalker Call of pripyat.and not only one textured brush per building in hammer geometry but with all details.
Windows with ledges and handles, doors with handles ,balcony...using models.
The bad thing i dont like in source engine is that every model have only one prop data -> surfaceprop properties per model.
So if i make wooden bench with metal brackets the model will only sounds and act like is created by one material that means = wood
or if i make building with all details the model will only act and sound concrete even if i shoot window only concrete sound.
So enyone have idea or method how make this upper idea real??
Sorry for my bad English

And please reply
Edit: I hope i post this topic to right section.

















