Forum posts

Posted 12 years ago2012-01-18 10:01:51 UTC
in Post your screenshots! WIP thread Post #302818
prepare to be orgasmed by my map.
User posted image
User posted image
User posted image
(It is set in havana, map is called de_revolution).
I did some research on havana. There are a few rivers and channels in the city, I figured I'd add one in to make the map look better.

I have finished le architecture. I am now fiddling around with the light, and ambience.
I reached model (brush entity) limit quite a few times already. Really cannot add any more detail.
Also I'm going to be testing the map on clarion server (popular serbian cs server) to make sure gameplay is perfect.

The orgasmic lighting was compiled with Vhlt, and that there isn't a final compile, le lighting will be even bettur.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-17 16:12:12 UTC
in Vluzacn's Half-Life Tools v34 Post #302803
Uh yeah I don't really want to put this conversation here, but you wanted this information, I asked him if he is planning to make something like this tool but for source, and this is what he replied:

le me: "Hello Vluzacn, I was wondering if in the future you are planning to make a tool like the Export .map with floating point coordinates but for Source? It would be very useful. Thank you."

le Vluzacn: "Did you mean when saving vmf? This could be easy. Open the hammer.dll with a hex editor, and replace any '(%g %g %g) (%g %g %g) (%g %g %g)' with '(%f %f %f) (%f %f %f) (%f %f %f)'."

I'm no coder so I'm not sure what he meant, but apparently that's supposed to do something.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-17 09:53:05 UTC
in Vluzacn's Half-Life Tools v34 Post #302792
I tested le HammerFloatingPointEnabler, It seems to work just as good as Hlfix if not better, because I received less errors now than I did with hlfix (I was receiving some errors for a few objects that were rotated, I had about 6, and then when I recompiled with HFPE, I had only 2).

Also, everything appears to be just find in-game. Also this tool is easier to use as its a simple patch for hammer, you don't need to do anything besides export the .rmf as a .map file and you can compile it right there.

TMA, how are you progressing with compilator? Could I have a version that lets me use custom flags please?
Skals SkalsLevel Designer
Posted 12 years ago2012-01-16 08:20:21 UTC
in Crushing Doors (that don't bounce re-ope Post #302775
It doesn't matter if you set it to 1000 or 1,000,000,000,000 it will always bounce open. I'm pretty sure you have to do what i said to fix it. But func_trains are also a great alternative if it doesn't work.
If the damage is at 1000, it will make the player die and the door will bounce back. If it's a ridiculous value like 99999999, the player will get gibbed and it will go straight through him.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-15 21:56:40 UTC
in Crushing Doors (that don't bounce re-ope Post #302751
smellycat, set the damage to something like 9999999999 then. It wont bounce back.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-15 18:25:58 UTC
in Post your screenshots! WIP thread Post #302739
Very nice lighting Archie, I like how you watermark all your textures as if you're expecting us to steal them.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-15 18:22:40 UTC
in Crushing Doors (that don't bounce re-ope Post #302738
very simple, there is a value called "damage inflicted when blocked" within the func_door properties, set that to a number of damage, with the number being how much dmg the player takes when he blocks the doors. 1000 would kill him in an instant, as he cannot survive 1000 hp damage, unless it is for some mod where the player has a ridiculous amount of health.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-15 08:28:45 UTC
in Competition 32 Post #302723
most important for me is debugging is WAY easier since you get way less compile errors compared to goldsource mapping
What compile errors? If you create everything well then you won't get any.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-14 21:55:41 UTC
in making a check point ? Post #302698
He wants to turn info_player_start and info_player_deathmatch spawn points on and off. There. If anyone knows if this is possible (with maybe trigger relays or master commands) tells us how.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-14 21:51:26 UTC
in making a check point ? Post #302695
Dimbark is being an ass, we can understand what you're saying, we just don't know how to do it. We don't map for this mod, what is the name of this mod? You should ask on the mods forums, not here.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-14 08:44:14 UTC
in Competition 32 Post #302679
Oh, well there you have it. Goldsource > Source. I've had 0 crashes over the past year.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-13 22:23:47 UTC
in Competition 32 Post #302668
I hated 747 so much, and so did many other people. I think the only way to make that map good, is base it inside the plane only, and then make ct's start on one side, t's on the other, and give them like three separate areas where they will meet; like the left and right sides of passenger deck in middle of plane, and the stewards/staff deck below the passenger deck. The plane would have to be a really big.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-11 08:40:16 UTC
in Competition 32 Post #302605
Blitzkrieg which map are you remaking? and nice work Lajron.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-10 08:02:19 UTC
in Competition 32 Post #302574
zeeba-G that's going to be quite a complicated map, I think it will look great architecture wise, but will the gameplay be the same? Also ty zeeba and doodle.

...and disco stu, the owner of those clothes doesn't seem to care that it's raining :D, he would rather hide in his house to save himself from being shot by ct's / t's.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-09 19:45:23 UTC
in Competition 32 Post #302558
User posted image
le skals entry.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-07 19:55:41 UTC
in My weekly challenge Post #302524
When I map, I map to create something good, to improve and to beat what I previously created. I take lots of time and put lots of detail into my maps. I don't spam average and crappy looking maps, because spamming average and crappy looking maps won't make me look good.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-07 17:53:19 UTC
in My weekly challenge Post #302517
Life level = non existant. How can you make a flippin map every week? Unless you call a map a box with a light and player start, you'd have to spend like 15 hours every week, which is just way over the top.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-06 21:25:51 UTC
in Competition 32 Post #302496
my map has guitar player in it :D, and you can't kill him!!!
Skals SkalsLevel Designer
Posted 12 years ago2012-01-03 22:14:13 UTC
in Competition 32 Post #302395
Haha yeah, his layout basically IS Italy.
Maybe he taught to remake Italy, but didn't know that layout can be anything you want, so he remade Italy layout.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-03 22:12:45 UTC
in Bye-bye polygons... Post #302394
We already had a massive topic with quite a few pages on this, I think it turned into a flame war.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-03 15:15:36 UTC
in Competition 32 Post #302383
the layout doesn't have to be similar to the original.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-02 21:04:16 UTC
in Vluzacn's Half-Life Tools v34 Post #302361
stands back to make it appear like CT walked forwards.

Right then, chop chop :D
...and cool I want to see if that really is true. the better than HLfix part.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-02 10:51:35 UTC
in Vluzacn's Half-Life Tools v34 Post #302346
I will ask Vluzacn.

Nvm my bad, the engine limit is still there.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-02 10:48:16 UTC
in Competition 32 Post #302353
I'm nearly finished with my basic layout, and are starting to input detail and test gameplay with some other people.

So about that idea I proposed, can we have a second counter-strike tournament, but with the competition maps being played, right after the deadline, but before the competition winners are chosen? That way they can be judged on gameplay and we can have fun playing our brand new cs maps.
It can be easily organised, we can dedicate the first 2/3 hours of the day to cs 1.6, and the other 2/3 to css depending on how much maps for each game we have.
Skals SkalsLevel Designer
Posted 12 years ago2012-01-01 14:24:42 UTC
in Vluzacn's Half-Life Tools v34 Post #302333
Wait, so all these tests I've been doing for light in that box... wait what? ARE YOU KIDDING ME?
Skals SkalsLevel Designer
Posted 12 years ago2012-01-01 13:34:26 UTC
in Vluzacn's Half-Life Tools v34 Post #302329
Profiles - Profile manager - command line.
Skals SkalsLevel Designer
Posted 12 years ago2011-12-31 11:29:50 UTC
in Vluzacn's Half-Life Tools v34 Post #302290
2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096.

Also a question from me:

For goldsource, is it allowed to put skip and clip textures on one brush, so the clip hull is placed on one face of the brush, rather than the entire thing, possibly saving some hulls?
Skals SkalsLevel Designer
Posted 12 years ago2011-12-31 11:03:31 UTC
in Vluzacn's Half-Life Tools v34 Post #302287
What do you mean half-life refused to open it? Try getting the values of 2 correctly maybe.
Skals SkalsLevel Designer
Posted 12 years ago2011-12-31 10:37:03 UTC
in Vluzacn's Half-Life Tools v34 Post #302285
Use these: -chop 32, -texture chop 16 (the lowest you can get ;D) The lighting will be epic then but the compile will take ages. Also try -texreflectscale 3.0, it might make the light a bit sexier.

What is sparse for?
Skals SkalsLevel Designer
Posted 12 years ago2011-12-31 08:44:08 UTC
in Vluzacn's Half-Life Tools v34 Post #302283
func_detail will add clipnodes, illusionary is still better in most situations. func_detail also blocks light like normal world brushes, that's why you had the darkness problem.
You need to get used to the entity, it has several properties you'd have to change, to get the best effect out of it.

As for the compile time, yes the rad is longer because of the new rad features, however the rest of the tools are faster, so if you put rad on fast and don't turn on any additional rad flags it will be really quick.
Skals SkalsLevel Designer
Posted 12 years ago2011-12-30 21:51:13 UTC
in Vluzacn's Half-Life Tools v34 Post #302275
I'm not sure, ask Vluzacn. He posted that he changed the limit from 512x512 to 4096x4096, he didn't say much else. if going past 512x512 would make the texture render out as a 256x256, then yes, it will render properly for up to 4096x4096 now. Otherwise I don't know.
Skals SkalsLevel Designer
Posted 12 years ago2011-12-30 16:53:06 UTC
in Vluzacn's Half-Life Tools v34 Post #302264
Yes, and the compiler gave you a yellow error saying that it's exceeding max texture size.
Skals SkalsLevel Designer
Posted 12 years ago2011-12-30 15:36:13 UTC
in Post your screenshots! WIP thread Post #302262
Archie, try recompiling the map with the '-texreflectscale #' parameter set to 2.5 - 3.0, this might make the lighting look slightly better. You can also change the darkness of the map with '-texreflectgamma #'.

...and since that logo looks quite low res, maybe change the texture to something like 4096x4096, I dunno, but that's the new limit for vhlt :D
Skals SkalsLevel Designer
Posted 12 years ago2011-12-30 15:17:26 UTC
in Vluzacn's Half-Life Tools v34 Post #302260
Oh yeah I forgot to mention, the max texture size for VHLT is 4096x4096. It is no longer limited to 512x512.
Skals SkalsLevel Designer
Posted 12 years ago2011-12-29 20:44:01 UTC
in Vluzacn's Half-Life Tools v34 Post #302220
How what?

I have some more screenshots to post, but they were all taken in my WIP competition map so i don't think that's a good idea. See that reflective floor image I posted? That's an area of my map.

Edit: Oh wait I didn't post it. Fine here it is:
User posted image
Skals SkalsLevel Designer
Posted 12 years ago2011-12-29 19:36:47 UTC
in Vluzacn's Half-Life Tools v34 Post #302218
:@ you guys

ok how about this, sexy vhlt lighting:
User posted image
Skals SkalsLevel Designer
Posted 12 years ago2011-12-28 11:01:28 UTC
in What did you get? :D Post #302158
lol.

I DIDN'T GET A PAGATI ZONDA FOR CHRISTMAS THEY BOUGHT ME A FUCKING BUGATTI VEYRON FML #FUDAD
Skals SkalsLevel Designer
Posted 12 years ago2011-12-28 09:02:36 UTC
in Competition 32 Post #302153
I submitted that tutorial four days ago but nothing has happened since :D
Just make sure when you're laying out your map, (if it's a big de_ or cs_ map) to have a layout with three passages for each team to choose from (A, B and middle) and that the map has a middle that can be used to switch between the two objectives, or the same for a cs_map except all three passages lead to the hostages (try not to separate the hostages, think italy rather than havana)... and make sure the defenders spawn closer to the objectives than the attackers, nobody wants to play a map where the terrorists spawn on the bomb spot and blow the bomb before ct's can get to it.
Skals SkalsLevel Designer
Posted 12 years ago2011-12-28 08:58:04 UTC
in What did you get? :D Post #302152
I don't know whats this big trend about iphones and ipods,The ipod is way too overpriced for what it does, you can find other players from sony for example that have a higher quality of music for a lower price. That's why I didn't get an Ipod I got a different music player.
Skals SkalsLevel Designer
Posted 12 years ago2011-12-27 17:11:48 UTC
in What did you get? :D Post #302114
Omg, lucky you. And I taught America was supposed to be rather poor, or are you simply rich?
Skals SkalsLevel Designer
Posted 12 years ago2011-12-27 16:32:56 UTC
in Desktops of December Post #302113
I have a wallpaper of final fantasy xiii-2, but im ashamed to show it as it has too much untidy icons splatted across it.
Skals SkalsLevel Designer
Posted 12 years ago2011-12-27 16:30:29 UTC
in Vluzacn's Half-Life Tools v34 Post #302112
"I assume this is done by default? "
Yes, and I believe this feature can be disabled too.

How old is it? It's improving as we speak, with the latest version (2.5) only a month old.
Skals SkalsLevel Designer
Posted 12 years ago2011-12-27 13:38:50 UTC
in Vluzacn's Half-Life Tools v34 Post #302107
with light_surface you can change the texlight of each individual surface in the map.
Skals SkalsLevel Designer
Posted 12 years ago2011-12-26 20:25:19 UTC
in What did you get? :D Post #302062
So you did get something.
Skals SkalsLevel Designer
Posted 12 years ago2011-12-26 19:43:22 UTC
in What did you get? :D Post #302060
Joebama are you really that miserable?
Skals SkalsLevel Designer
Posted 12 years ago2011-12-26 16:04:36 UTC
in What did you get? :D Post #302050
-A pair of boxing gloves
-Pads
-Cool Running Shoes
-Some cosmetic stuff

Good gifts that I needed!
Skals SkalsLevel Designer
Posted 12 years ago2011-12-26 14:02:33 UTC
in Vluzacn's Half-Life Tools v34 Post #302035
I have learned a couple new things using info_sunlight and info_translucent.

[u]Info_sunlight[/u] is used to light up the player model in any color chosen, anywhere where sunlight from light_environment is shining. This means whenever player is in direct sunlight he will be this color, this can prevent some errors with light on player model.

Here is a conversation I had with vluzacn:

Me: What is the use for info_sunlight? Is it just for lighting up the player model?

Vluzacn: Yes. It is only needed when the brightness of player models and other models are not correct, usually the result of having multiple light_environments or being at night with very dark light_environment.

[u]Info_translucent[/u]: It's an entity that determines how much light is taken from each side of the face, with this you can create some cool looking objects with a translucent effect. The value lets you go from 0.0 to 1.0, with 0.0 being normal (100% of the light is taken from the front) 0.5 for 50%, and so on. This entity is used just like info_texlights, meaning you can give translucent effect to any texture.

Lighting comparison from zhlt 3.4 to vhlt 2.3:
User posted image
The light becomes more atmospheric and better, this is because the color of the texture determines the color of the bounced light.
Skals SkalsLevel Designer
Posted 12 years ago2011-12-26 08:55:25 UTC
in Vluzacn's Half-Life Tools v34 Post #302032
Oh cool, inform me if there ever is a newer version.
Btw, sticky plz :D
Skals SkalsLevel Designer
Posted 12 years ago2011-12-26 08:51:51 UTC
in Vluzacn's Half-Life Tools v34 Post #302030
VHLT 25 comes with zhlt.wad and zhlt.fgd, both of which you should use. As for my cs fgd, I doubt I have the latest one I haven't updated it in ages.

As for half of the entities, I don't know what they do either, so far I've only tested func_detail and the light entities :)

@Stojke: Is the hex fgd better than the toms one then?
Skals SkalsLevel Designer
Posted 12 years ago2011-12-26 08:42:43 UTC
in Vluzacn's Half-Life Tools v34 Post #302027
In this thread I am going to compile a list of changes and new features in Vluzacn's Half-Life Tools.
____________
Thread: VHLT v34
____________
[b]Performance in general (Compared to SHLT 3.9):[/b]
-Compile time reduced by more than 50%, at no expense of quality.
-Compiled .bsp product around 50% smaller in size.
-Lighting looks quite a bit better.
-Error reports in greater detail.
-Fixed many errors with old compiling tools.
____________
Installation
____________
Since hlrad needs texture data, wad paths have to be provided.
This can be done by editing the file 'settings.txt' and replacing the 'C:Half-Lifexxx' after '-waddir' with wad folders of your game. (This feature can be disabled with hlrad parameter '-notextures'.)
In other words before your tools have been setup, you need to specify the directories where your wad files are located for VHLT to work properly.
Make sure you are also using the brand new .fgd file, and the brand new .wad file.

____________
New Entities and Features (in order of importance):
____________
[b]-func_detail
  • '-texreflectscale #' '-texreflectgamma #' (bouncing is affected by texture color)
-info_translucent and light_surface
-zhlt_usemodel
-info_sunlight
-light_shadow
-info_overview_point and info_hullzone
-func_group and info_texlights
-info_smoothvalue[/b]

____________
Explanations:
____________
func_detail
"Convert any brushes that are not parts of the basic structure of the map, to func_detail. They cannot be water brushes or sky brushes.
You can leave 'Detail level' to 1. For tiny objects, you might set it to 2, so that they won't chop the faces of other func_details.
For large shapes such as terrain and walls, you can set 'Lower its level to cut others' to no less than its detail level, so that they can chop adjacent world brushes like world brushes.
Before compiling the map, hide all entities and func_details, make sure there are no leaks and the structure is good enough for vis calculation."


From experience, this entity works great as it has a completely separate third cutting level to world brushes and entities. Before func_detail, we had two separate brush types; entity and world brushes, that would not cut eachothers faces. However now we have a third, a separate func_detail style. Furthermore using this entity, within its properties you can specify 1, 2 or 3, which can change how this entity will cut faces. The default is 1, and it will have its own special chop but can cut other func_details, 2 it won’t cut anything, even other func_details, and 3 it will chop world brushes as an entity.

Big benefit of func_detail: When player steps on a func_detail entity, his model will be lit properly as the surface he is standing on is. This was not the case for func_walls and they could lead to the players model going black bug.
Possible problem of this entity: Sometimes there can be lighting errors, it can sometimes incorrectly cut off sunlight making some weirdly lit faces, however the probability of this is about 2%, and if it does happen then you can change the entity back to a func_wall. (This is all from experience).

Note: This entity just like func_wall will not block light.
For more information, go here: Sven Co-op Forum Post

'-texreflectscale #' and '-texreflectgamma #'
You can now use a '-texreflectscale' parameter, to lower the reflectivity of the textures in general. The color of textures will affect how much light bounces in VHLT. Meaning a bright yellow map like dust2 will have a shiny luminescent effect, while something like a darkly colored half-life map will have more shadows.
How to use: For example '-texreflectscale 0.5' to hlrad will lower the reflectivity by half, making the map half as bright. Presuming that you leave the ‘-scale’ parameter unchanged, as that is an older feature that will give a less desirable effect.
'-texreflectgamma' is the same as’ texreflectscale’, but affects the gamma value of the textures.

info_translucent
“New translucent effect for materials such as fabric, coarse glass, plastic. They are now able to receive light that comes from the back side of the face.
Usage: Create an info_translucent entity, disable the Smart Edit mode, add keyvalues. Keys are names of textures, values are their translucent amount.
Values are from 0.0 to 1.0: 0.0 = normal; 0.3 = 30% light from back and 70% light from front; 1.0 = 100% light from back and 0% light from front. Also support 3 values mode to set r g b amount individually.
There is also a limitation in the shape of solids that use translucent textures: They must not be thicker than 2 units. (The max thickness '2' can be changed by hlrad parameter '-depth #').”
I am yet to test this entity.

[b]light_surface[/b]
“Usage: Place a light_surface entity near the face which you want to emit light.
'Texture name' shall be the name of texture of the face.
'Filter max distance' can exclude faces whose centers are far from this light_surface.
'Texture brightness' is the brightness value that the face obtains. 80 is enough to ensure brightness of the texture itself.
'Inner angle' and 'Outer angle' are 90 and 'Adjust emit scale' is 1.0 for normal texture lights by default. Smaller angle and larget scale can be used to simulate spotlight.
'Fast' is useful when the face is large and brightness is low. The result of fast lighting is very similar to bounce lighting.
The light_surface can be triggered and have appearance like other light entities. Actually its classname will be changed to 'light' or 'light_spot' according to your choice.
Note: If you want to set any of these value to 0, fill in 0.0 instead. Otherwise Hammer will ignore the keyvalue.”
I am yet to test this entity.

[b] zhlt_usemodel[/b]
“Add [key: zhlt_usemodel value: name of the source entity] to the target entity. Both source entity and target entity should have origin brush or be point entiy.
'zhlt_copylight' is a hack to correct brightness of mdl placed in the map by changing the color of face lightmap sample under the mdl. It is not useful in your case.
A sample map of 'zhlt_usemodel' (in attachment): forums.svencoop.com/attachment.php?attachmentid=14797&d=1324822909 “
As far as I understand, these can be used to hack the light values of models in hammer, to change their appearance in game.

[b]“info_sunlight”[/b]
“You may disable engine's detection of light_environment entity by adding an info_sunlight entity (this entity is in fgd file 'zhlt.fgd', and note that the compiler makes it work by placing an fake light_environment entity into the map) and set its brightness to '0 0 0 0'.”

[b]“light_shadow”[/b]
“Added entity 'light_shadow' to dynamically control the opacity of brush entity.
Example: Build an opaque entity (note: 'custom shadow' key is not allowed) and give it a name. Then place a 'light_shadow' entity with a name, and set the opaque entity as its target. Now, light blocked by the opaque entity will be added into the light_shadow's light style. You can switch the 'light_shadow' off/on just like normal lights to make shadow appear/disappear.('light_shadow' entity will be changed into 'light' in BSP file)
This feature affects bounce light unless option '-incremental' is set, and doesn't affect dynamic light with different style.”
An interesting new entity, lets you add shadow that can be turned on and off just like normal lights.

[b]“ info_overview_point”[/b]
“You can make all other vis leafs visible from a vis Leaf by placing an info_overview_point entity inside it. Useful for creating overview.”

[b]“ info_hullzone”[/b]
“You can assign areas that need to generate clip hulls, to reduce clipnode count. Create an info_hullzone entity that covers where players are allowed to go, then clip hulls of brushes that doesn't intersect with this entity will be stripped. This will not affect brush based entities and CLIP brushes, so enclose the map with CLIP if you encounter the leak error.”

[b]“ func_group and info_texlights”[/b]
“Same to the original ZHLT. But note that the color of the texture is now added into the texture light that it emits, which should be considered when you set the color of a texture light.”

[b]“ info_smoothvalue”[/b]
“The way of use is similar to info_texlights. The key you added is texture name, and the value is the angle that overrides '-smooth' for this texture.”
Skals SkalsLevel Designer