Regarding starting from scratch, Is not a brush a brush whether it is in HL1 or Source. What I want to do here is update my current ent's and light sources or simply recreate those parts in Source. Such as glass, is there another entity specific for HL2 glass?(the glass that chizzels away in fragments, not just blows up and shatters into pieces) What should I use instead of func_wall to get lighting to render properly on it, not fullbright?(as you can see, the painting on the wall were func_illusionary and would look silly in fullbright) And how can I recreate the projected world map properly, to gain the same effect or better than it was in HL1?
I realised that the conversion wasn't going to work 100% before I even did it, thats why I am inquiring about alternate methods in Source of the same desired effect. When I read tutorials for source, they never have the answers I'm looking for, answers that someone can give.
Ive been on that SDK site many times, and it was never very helpful for me. I don't learn like that, thats why I'm here asking for a bit of help, especially in form of a medium such as an instant messenger, so I'm not spamming some forum for answers.
Thanks again.