seedee's Half-Life Compilation Tools
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Based on code modifications by Sean 'Zoner' Cavanaugh and VluzacnBased on Valve's version, modified with permission.Map compile tools for the Half-Life engine, based on Vluzacn's ZHLT v34. New features include additional tool textures, ability to extend map size limits, and portal file optimisation for the J.A.C.K. map editor.
How to install
- Open the configuration dialog of your map editor or batch compiler.
- Set CSG, BSP, VIS, RAD tool pathes to 'sdHLCSG.exe', 'sdHLBSP.exe', 'sdHLVIS.exe', 'sdHLRAD.exe' in 'tools' folder.
- Add 'sdhlt.wad' into your wad list.
- Add 'sdhlt.fgd' into your fgd list.
If you are running 64-bit Windows, use 'sdHLCSG_x64.exe', 'sdHLBSP_x64.exe', 'sdHLVIS_x64.exe' and 'sdHLRAD_x64.exe'.
The main benefit of the 64-bit version is no memory allocation failures, because the 64-bit tools have access to more than 2GB of system memory.
Features
- Optimised portal file workflow for J.A.C.K. map editor, allowing import of .prt file into the editor directly after VIS compilation.
- -worldextent CSG parameter. Extends map geometry limits beyond +/-32768.
- -nofixprt VIS parameter. Disables portal file optimisation in case J.A.C.K. is not used.
- BEVELHINT tool texture, which acts like SOLIDHINT and BEVEL. Eliminates unnecessary face subdivision and bevels clipnodes at the same time. Useful on complex shapes such as terrain, spiral staircase clipping, etc.
- SPLITFACE tool texture. Brushes with this texture will subdivide faces they touch along their edges, similarly to zhlt_chopdown.
- !cur_ tool textures, which act like CONTENTWATER and func_pushable with a speed of 2048 units/s in -Y. This texture is always fullbright.
Documentation
Source:
https://github.com/seedee/SDHLT
It is the same from any site.