Ok,
I haven't been able to find the source for half-life 1, but while searching the internet it seems that dynamic lightmaps aren't out of the question. So long as they are used sparingly, and they use pretty low res' settings.
So I tried implementing this, but I seem to be having a problem. The first iteration of the lightmapping process works ok, but as soon as I try and update the lightmaps the whole scene is rendered with no light what so ever i.e. black.
Here is the code I'm using, if anybody would be so kind to take a look I would appreciate it. I have attached the model I'm using, it doesn't contain any textures though, but that is not a problem.
sync on : sync rate 60
set display mode 1280, 800, 32
autocam off
lm start
position camera 0, 0.0, 2.5, -10.0
load object "room.dbo", 1
set object light 1, 0
`load image "texture.bmp", 1
`texture object 1, 1
lm add light map object 1
lm add collision object 1
global red as integer = 255
global direction as integer = -1
while not escapekey( )
if lm get complete( )
if red >= 255 then direction = -1
if red <= 0 then direction = 1
red = red + direction
lm clear lights
lm add point light 0.0, 0.0, 0.0, 125.0, red, 0, 0
lm build light maps thread 512, 0.2, 1
endif
control camera using arrowkeys 0, 3, 2.0
text 10, 300, "Lightmapper Status: " + lm get status( )
sync
endwhile
Much good work is lost for the lack of a little more.