Pipe Prefabs HL

Half-Life HL
Pipe Prefabs HL by Captain Terror
Posted 10 years ago2014-01-12 14:54:49 UTC • Completed • Half-Life
Loading...
Screenshot Thumbnail
Screenshot Thumbnail
Screenshot Thumbnail
Screenshot Thumbnail
Screenshot Thumbnail
Screenshot Thumbnail
Screenshot Thumbnail
Screenshot Thumbnail
Screenshot Thumbnail
Screenshot Thumbnail
Screenshot Thumbnail
Screenshot Thumbnail
Name
Pipe Prefabs HL
By
Captain Terror Captain Terror
Type
Prefab
Engine
Goldsource
Game
Half-Life
Category
Completed
Included
Prefab
Created
10 years ago2014-01-12 14:54:49 UTC
Updated
9 years ago2015-06-14 01:26:22 UTC
Views
3863
Downloads
705
Comments
11
Rating
4.33 (3)
full star full star full star full star half star Download

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

High-res 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 finished. (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.

11 Comments

Commented 10 years ago2014-01-12 17:29:38 UTC Comment #20422
How mighty gracious and kind of you.

Danke! :D
Commented 10 years ago2014-01-12 18:02:13 UTC Comment #20423
Bitte! =)
Commented 10 years ago2014-01-13 02:01:00 UTC Comment #20424
Such map.
Many prefab.
Wow.

Wow.
Commented 10 years ago2014-01-13 13:57:48 UTC Comment #20425
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.
Commented 10 years ago2014-01-13 14:41:24 UTC Comment #20426
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! =)
Commented 10 years ago2014-01-18 14:20:52 UTC Comment #20441
Nice one Bert!

You should use VHLT v31 instead of v30. ;)
Commented 10 years ago2014-01-19 18:18:38 UTC Comment #20443
Thanks Berto bro!

If i do any more GS test maps like this, i will definitley try the new compile tools! =P
Commented 10 years ago2014-01-23 19:08:46 UTC Comment #20445
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. ;)
Commented 10 years ago2014-01-23 22:29:21 UTC Comment #20446
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?)
Commented 9 years ago2015-06-10 15:59:58 UTC Comment #20911
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..
Commented 9 years ago2015-06-12 19:12:13 UTC Comment #20914
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! =)

You must log in to post a comment. You can login or register a new account.