Well seeing as HL2 is using the same bsp system to make it's maps leaves some very big problems when trying make real time holes on a surface. Denting is considerably easy if we think in terms of HL1 style mapping (since they apparently wont be all that different).
Now, to create this effect in HL1, you'd have to do it while making the map (ie not real time). In HL2, seeing as we're following the map design rules it's fairly safe to say that basically the HL2 engine would need to do in real time what the HL1 engine could only do in the editor.
Now as for the hole itself. The easy way in HL1 was to make a texture that had transparent bits in it. That's how they made chicken wire fences and glass. You'd take a normal texture, and draw little blue circles on it, which would appear as transparent holes in HL1 if you had the right settings on while making the map. Simply flip the texture on the other side of the surface and you'll have holes that line up convincingly. (But you can't shoot thru em).
In HL2, this means that the engine would need to basically edit textures in real-time, however doing that would mean that you would either need a completely separate texture for every surface (meaning you run out of ram in a hurry), or you get a very strange looking effect where shooting one fence will create identical holes in every other single fence using the same texture...
To make a real hole is even more complicated, because of how faces are split up and other annoying engine problems you quickly pick up as a mapper... Basically real time holes would create many many many more polygons than the map started out with, most of them being completely in line with the next, so you wouldn't even be able to see where one polygon ended and the next started... But they would still slow the game down something ridiculous...
Then there's the old HL1 problem of not being able to create any surface that was less than one unit in any dimension, and so unless they fixed that, it'd be impossible to create any round hole unless every surface on the inside of it was atleast a 1 inch square... You can easily see the width of of the hole having a minimum size of 1.5 inches or so... MUCH bigger than any real bullet hole...
Now, to create this effect in HL1, you'd have to do it while making the map (ie not real time). In HL2, seeing as we're following the map design rules it's fairly safe to say that basically the HL2 engine would need to do in real time what the HL1 engine could only do in the editor.
Now as for the hole itself. The easy way in HL1 was to make a texture that had transparent bits in it. That's how they made chicken wire fences and glass. You'd take a normal texture, and draw little blue circles on it, which would appear as transparent holes in HL1 if you had the right settings on while making the map. Simply flip the texture on the other side of the surface and you'll have holes that line up convincingly. (But you can't shoot thru em).
In HL2, this means that the engine would need to basically edit textures in real-time, however doing that would mean that you would either need a completely separate texture for every surface (meaning you run out of ram in a hurry), or you get a very strange looking effect where shooting one fence will create identical holes in every other single fence using the same texture...
To make a real hole is even more complicated, because of how faces are split up and other annoying engine problems you quickly pick up as a mapper... Basically real time holes would create many many many more polygons than the map started out with, most of them being completely in line with the next, so you wouldn't even be able to see where one polygon ended and the next started... But they would still slow the game down something ridiculous...
Then there's the old HL1 problem of not being able to create any surface that was less than one unit in any dimension, and so unless they fixed that, it'd be impossible to create any round hole unless every surface on the inside of it was atleast a 1 inch square... You can easily see the width of of the hole having a minimum size of 1.5 inches or so... MUCH bigger than any real bullet hole...