Mapping? No. I’m challenging myself to never run HL and make a ton of objects and models. That way I can have a part in everyone’s map and be appreciated >;)
The goal is to provide a more enjoyable experience mapping with some prefabs and models catered to simplicity using vanilla resources. Any new mapper can easily grab these and make a lab scene or whatever quite quick. Especially the nice HEV suit chamber I made. Still proud of that. Any experienced mapper can do the same. I’d like it to be a must-have with new and old mappers.
You're welcome! Just glad to help out with these things. Would be a shame if you or someone else had to do severe cuts to their map just because of wasted clipnodes :p
Thanks for the help with this on Discord too! I was hitting the clipnode limit because I thought func_illusionary brushes didn't count to the clipnode limit. Now that I've applied the noclip flag fix, I'm still at 57.1% on my clipnode budget even as I start hitting some world and model limits
Commented 4 months ago2023-12-30 12:38:07 UTC
in wiki page: Specification: JMFComment #105812
With the December 2023 update the JMF version was changed to 122, now including a data for background images in the 2D displayports.
From what I've found so far, the new structure looks like this:
typedef struct {
char[4] magic; // File format magic number, "JHMF" in ASCII encoding
int32 version; // File format version (currrently 122)
int32 ep_count; // Number of recent export paths
p_char[ep_count] export_paths; // Recent export paths
bg_image[3] bg_images; // Background images
int32 group_count; // Number of groups in the map
Group[group_count] groups; // Group objects
int32 visgroup_count; // Number of VisGroups
VisGroup[visgroup_count] visgroups; // VisGroups objects
Vector cordon_min; // Minimum corner of the Cordon box
Vector cordon_max; // Maximum corner of the Cordon box
int32 camera_count; // Number of Camera objects
Camera[camera_count] cameras; // Camera objects
int32 path_count; // Number of path objects
Path[path_count] paths; // Path objects (created with the Path tool)
Entity[] entities; // All entities including worldspawn, read until the end of the file
} Jmf;
I lived up to or made progress on all of my goals except for learning to play the piano and getting a driver's license. And I did spend too much time on my phone. But the rest I'm pretty proud of!
Commented 4 months ago2023-12-28 05:24:14 UTC
in wiki page: Tutorial: Coding FogComment #105803
This article is outdated and should be updated for the 25th-anniversary update. Legacy GL functions are not functioning in the latest version of HL engine.
I have my own version of func_detail, had it for a long time now. It's basically a func_wall with zhlt_noclip always set to 1, and it's set to SOLID_BSP in the entity code. This way, bullets and other objects will still collide with it. For player/npc collisions, I can just wrap it up in a far simpler CLIP brush(this bruh not being tied to the entity). This has allowed me to save a lot on clipnodes.
Great tool! Especially when map sources were lost. I with texture and lightmap editing was easier. E.g. making textures "aligned to face" or scaling to -1. For lightmaps I see there's much planned ahead. Like exporting multiple faces, or adding flood fills. I'm looking forward to see more features in the future! Great work and especially nice to see small, fast and native code!
The disadvantages are as follows:
You cannot edit world brushes whatsoever.
You cannot do crazy texture scaling since it's tied to the lightmap size.
You cannot edit clip nodes.
in newbspguy world vertices can be edited via face tool (but without collision changes).
textures can be scaled as need because now lightmap can be recalculated after any changes.
Clipnodes can be edited only for non worldspawn models via Vertex Transformation widget.
Trivia: It's preset 10 (flourescent flicker) that made the news about how the lighting presets survived all the way from Quake to Half-Life Alyx unchanged.
Commented 4 months ago2023-12-22 00:48:02 UTC
in vault item: High (sky)Comment #105778
I don't suppose you've considered providing the same skybox at different times of day?
I hadn't considered creating different times of day for this particular skybox, but it's been a while since I've made a sky in Terragen, so I forgot several things. I made this sky almost 2 years ago. However, you could try editing it yourself (?)
Commented 4 months ago2023-12-22 00:17:39 UTC
in vault item: High (sky)Comment #105777
Always happy to see your sky uploads. Makes me think about all the different places you could set a Half-Life map besides New Mexico.
This one might actually be ideal for my mod idea set in the Peak District here in Britain. I don't suppose you've considered providing the same skybox at different times of day?
Christmas Day has actually become a little less chaotic as the kids have gotten older. Everyone comes to our place now on Christmas Day/Boxing Day rather than us racing from one end of the county to the other to visit everyone.
The rest of my week off will consist of looking after the kids, playing as much Baldur's Gate 3 and Fortnite as possible and maybe even doing some mapping if the mood takes me.
The goal is to provide a more enjoyable experience mapping with some prefabs and models catered to simplicity using vanilla resources. Any new mapper can easily grab these and make a lab scene or whatever quite quick. Especially the nice HEV suit chamber I made. Still proud of that. Any experienced mapper can do the same. I’d like it to be a must-have with new and old mappers.
If you have requests or contributions, hit me up.
Awkook, it's the textures in zhlt.wad, which should be included with your compilers (VHLT or ZHLT)
From what I've found so far, the new structure looks like this: and for the background image struct:
The cvar
waterroom_type
(default 14) controls which env_sound Room Type is applied when the player is underwater. It's seemingly unused in the game.键:effects
值:1
这可以让摄像机周围布满粒子,方便在使用后查看摄像机的当前位置。
You can add a set of key values when debugging a motion camera:
Key: effects
Value: 1
This allows particles to surround the camera, making it easy to see the current position of the camera after use.
https://twhl.info/wiki/page/Entity_Attribute%3A_Entity_Effects
https://twhl.info/wiki/page/Tutorial%3A_Non-coding_workarounds_for_your_mod
- A fellow uBlock Origin and Dark Reader user
I took advantage of my vacation to look at my map projects for HL and CStrike.
For CStrike, I did release three maps so far. Preparing the fourth one.
For HL, preparing some stuff and ideas, and see what I do release yet.
Doom can run everything
textures can be scaled as need because now lightmap can be recalculated after any changes.
Clipnodes can be edited only for non worldspawn models via Vertex Transformation widget.
This one might actually be ideal for my mod idea set in the Peak District here in Britain. I don't suppose you've considered providing the same skybox at different times of day?
P.S. it was a 4 but 1 star had to be docked because I can't eat the cookies 🚫🍪😭
The rest of my week off will consist of looking after the kids, playing as much Baldur's Gate 3 and Fortnite as possible and maybe even doing some mapping if the mood takes me.
This tutorial definitely needs a part 2 for the more advanced tasks e.g. vertex manipulation, bsp import/export, lightmap editing.