func_physbox Lighting
EDIT: I believe I have identified the program causing all of the multi-posts, so it shouldn't happen again.
EDIT2: Yay! Everything's fixed. Sorry for any inconvenience I may have caused.
I mean this problem:
http://steamcommunity.com/id/lightofday ... 1199052538
All I did was tilt it out from the wall. As you can see, since it was originally touching the inside edge of the wall, RAD didn't assign it any lighting information.
I was thinking if there is no "direct" fix, then putting them in a external room in seperate trigger_teleports pointed at their final destinations might work, however that doubles the entities, and I have no idea what the overhead of teleport a bunch of physboxes (set to no motion) at map spawn is.
EDIT: It fixed the crazy lighting artifacts on the edges of surrounding brushes though. 
EDIT: I got it! Parent the physboxes to pathtracks and put a node at the point I want the physbox, and place the physboxes, and their pathtracks in a nodraw containment bix outside the map. If I set the pathtrack speed high enough, they will practically spawn at the node. 3 limitations: Path can't intersect with other physics object, physboxes can't be simulated until after the move, and lights around them have to be dynamic. The third one is the main one, but it's not that big, considering that all lights coming from textures (AKA, glass lights) are dynamic. I'll try it out and get back.
lightOfDay wrote:
Is there a way to change something to a physics entity on the fly?
Yes. It's called a phys_convert. It's an extremely useful if hacky entity.
Sorry for late answer.