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Pipe Prefabs HL

Map Vault > Completed Maps

map screenshot

star star star star star
(3 votes)

[More Screenshots]

Avatar

By Captain Terror (See more)
12th January, 2014

Half-Life
1.05MB - RMF, BSP
1295 views
240 downloads
11 comments

Last edited: 14th June, 2015

download

COMPILING NOTE
You need HLFix to handle the floating-point(off grid) vertices, -OR- use Sledge ;p

More Screens

Included Prefabs
-Various pipe sizes(indoor sewer-line size to small water/conduit/gas line)
-Army Tent
-Parcan Lights(with volumetric light and texlights)
-Parcan Light stand
-Parcan gel sheets
-Fluorescent fixtures (blacklight and standard bulbs)
-Plastic tables
-Red solo cups
-various "starter" prefab shapes

Notes
-To compile these prefabs properly, you must use HLFix, Sledge, or something else that can compile floating-point vertices.
-Small prefabs like these are ALMOST ALWAYS better off being models!
-Use these prefabs sparsely, as complex brushwork will add to your WPOLY count AND compile time!
-Using these prefabs will generate errors(see included log), but shouldn't affect the map.
-Pipe bends are made entirely out of triangles(4-sided polygons), because this was the only way i could get them to scale without breaking the compile.
-These props are NOT optimized.
-Texturing is VERY primitive, feel free to retexture ;)
-Make sure these prefabs are Func_Wall, Func_Illusionary, or Func_Detail(VHLT)! (with exception to the tent, because you want it to block light)

Note about re-sizing the Pipes
DO NOT use Vertex Manipulation to make translations on the pipes, because it will bugger their texture alignment! Each pipe section is a group of two objects(one elbow and two straight pipes).

To Resize: Toggle Ignore Groups(CTRL+W), and use handles resize the straight pieces of pipe. Toggle Ignore Groups again when finshed. (the elbow sections of the pipe should not be altered in any way, except to rescale(CTRL+M) or retexture).

Programs Used
-Hammer 3.5
-ZHLT -Compile Tools 3.4 FINAL(x64)
-Compilator 3.0.00 BETA
-HLFix 0.81
-Lighting Done Using texlights(info_texlights entity) and a very dim light_environment.

Comments

avatar Ghost129er says: star star star star star 12th January 2014, 17:29 PM
How mighty gracious and kind of you.

Danke! :D
avatar Captain Terror says: 12th January 2014, 18:02 PM
Bitte! =)
avatar Skals says: 13th January 2014, 02:01 AM
Such map.
Many prefab.
Wow.

Wow.
avatar xawari says: star star star star 13th January 2014, 13:57 PM
Neat!

PS: Don't use func_walls on multiplayer maps (ok, on ANY maps)! Use func_details. This way entity indexes won't be occupied by useless stuff.
avatar Captain Terror says: 13th January 2014, 14:41 PM
Thanks for the tip!

I would really like to explore VHLT, but i don't map GoldSrc anymore, except to play around occasionally with little test maps like this...(VHLT also reduces your compile time i just read? how cool!)

Thanks again for the comment and rating! =)
avatar Alberto309 says: star star star star 18th January 2014, 14:20 PM
Nice one Bert!

You should use VHLT v31 instead of v30. ;)
avatar Captain Terror says: 19th January 2014, 18:18 PM
Thanks Berto bro!

If i do any more GS test maps like this, i will definitley try the new compile tools! =P
avatar Alberto309 says: 23rd January 2014, 19:08 PM
Yup! VHLT v31 adds a lot of cool features like a better smoothing of brushes and light entities, and even a great support for surf maps like info_hullshape and such. That entity let you make people to not stand on the surfing brush, they slide off of it. :D No camping on surf maps. :P

Oh, also, func_detail has "opaque" set to default. Every func_detail solid entity will cast shadows by default. ;)
avatar Captain Terror says: 23rd January 2014, 22:29 PM
Ya! I'm curious to see how much quicker to compile time is as well, especially since I have a quadcore now. (VHLT supports multi-core processing, correcto?)
avatar 23-down says: 10th June 2015, 16:59 PM
Hm this whole map doesn't work for me.. Almost all brushes are outside the world. I'm using the ZHLT V33 compilers by Vluzacn. Guess the newer compilers are more sensitive to tiny brushes etc..
avatar Captain Terror says: 12th June 2015, 20:12 PM
It has nothing to do with the compile tools, you just need something like HLFix to handle floating point vertices, -OR- use Sledge ;p

I should have made this more clear in the description, editing now--Sorry! =)
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