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Editing Half-Life

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== Engine Modifications ==
 
== Engine Modifications ==
* Skeletal model system, with 4096 triangles maximum per mesh and 512x512@8bpp maximum texture resolution and depth (raised to 1024x1024@8bpp in Sven Co-Op), and optional pseudo-environment mapping for textures ("chrome" sphere mapping)
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There's:
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* Skeletal model system, with 4096 triangles maximum per surface and 1024x1024x8 maximum texture resolution and depth, and optional environment mapping for textures
 
* A sound DSP with reverb, chorus and echo effects for software-mixed environmental audio without needing EAX.
 
* A sound DSP with reverb, chorus and echo effects for software-mixed environmental audio without needing EAX.
 
* Colored, radiosity lighting for maps, compiled with a fork of QRAD.
 
* Colored, radiosity lighting for maps, compiled with a fork of QRAD.
* HLBSP supporting colored lighting, variating hull sizes and external textures (also supports internal textures like Quake<!-- seen in some vanilla maps -->)
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* HLBSP supporting colored lighting, variating hull sizes and external textures (also supports internal textures like Quake, but not officially)
* Water waves and translucency
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* Water waves and transparency
 
* Material system for walls and floors to define impacts and footstep noises
 
* Material system for walls and floors to define impacts and footstep noises
 
* Particle system with trailing particles  
 
* Particle system with trailing particles  

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