Forum posts

Posted 11 years ago2013-06-08 13:53:05 UTC
in Models disappear and appear Post #313892
Just decompile the models and add a line into qc file:
$origin x y z
Where you put specific numbers instead of xyz. I'm not sure if order of these coordinates are HL-like (Z is up/down) or math-like (Y is up/down) so you'll have to experiment a bit.

I forgot to mention how to use that entity - put that entity into visleaf which you want to be visible from everywhere.
Posted 11 years ago2013-06-08 10:09:07 UTC
in Models disappear and appear Post #313886
The trees disappear because their origins are in visleafs which are not visible when you are on the roof. You can edit these models and move their origin higher.
If you want a model to be visible from whole map, use VHLT's info_overview_point and set Reversed to Yes.
Posted 11 years ago2013-04-15 19:53:00 UTC
in surf edges Post #313321
I belive you can get rid of that platform completely if you make the whole surf ramp non-solid (func_illusionary for example) and use BEVEL to "clip" it (to make it solid again).

Or compiling CSG with -cliptype precise should do the trick too.
Posted 11 years ago2013-01-30 19:14:38 UTC
in Trimesh (displacements Hammer 3.5) Post #312383
Stojke:
Just download that dll and exe and put it to your hammer dir. Then trimesh will apear in solid list between block and cylinder.

Trempler:
(Edit - Aw, too late)
I found problems in those two meshes (and in their copies of course):
User posted image
In that top mesh you were snapping some vertices together which caused discarding the "root". You'll have to recreate that one without snapping any vertices together.

That front mesh suffers from root misposition, but my algorithm failed to recognize it. Just download new version of dll where it should be fixed now.
http://backup.tvorbamap.cz/archiv/trimesh/vhe_trimesh_dll_v3a.zip

platoon:
Something else than common tetrahedrons or wedges?
Posted 11 years ago2013-01-29 23:58:25 UTC
in Trimesh (displacements Hammer 3.5) Post #312372
Stojke:
For example like this (if you want quick, but dirty terrain):
http://www.youtube.com/watch?v=mAHziXEcaKI
Posted 11 years ago2013-01-29 21:14:10 UTC
in Trimesh (displacements Hammer 3.5) Post #312368
Another new version. No major changes, just added an error into Map -> Check for problems for "root misposition".
downloads (see my previous post for installation instructions):
dll
patched hammer
patched hammer with vluzacn's hax
patch for hammer, use bspatch to apply
Posted 11 years ago2013-01-27 22:37:53 UTC
in Trimesh (displacements Hammer 3.5) Post #312338
New version of trimesh!

What's new:
1, Amount of splits is no longer set by Faces parameter

2, Dialog window:
User posted image
3, "Quadmesh" - using squares instead of triangles
Advantages:
+ you can make 1.4x more splits (2x more faces)
Disadvantages:
  • faces disappear in editor when watching from certain angles
  • what you see is not what you get (quadmesh gets cut to trimesh when converting to map by certain rules)
Downloads:
dll
patched hammer
patched hammer with vluzacn's hax
patch for hammer, use bspatch to apply

btw. pity i can't edit my first post
Posted 11 years ago2013-01-24 10:18:38 UTC
in Trimesh (displacements Hammer 3.5) Post #312316
If anyone wants to patch his own version of hammer, just download:
http://backup.tvorbamap.cz/archiv/trimesh_patch
And then use this patch with bspatch. You can get bsdiff/bspatch here:
http://sites.inka.de/tesla/download/bsdiff4.3-win32.zip
Posted 11 years ago2013-01-23 11:26:59 UTC
in Trimesh (displacements Hammer 3.5) Post #312309
Maybe i expressed myself bad... trimesh compiles faster than classic tetrahedrons and editing is easier.
Posted 11 years ago2013-01-23 10:06:30 UTC
in Trimesh (displacements Hammer 3.5) Post #312307
Penguinboy:
It doesn't seem as an improvement to me at all. If every tetrahedron has its own "root" (as i call the point from tetrahedron is created), it is bad for BSP and VIS.

On a small map (trimesh 4x4), I did a comparison:
CSG with no significant differences
BSP run two times slower, 2x more planes, 4x more visleaves
VIS compile time: 1.30 seconds vs. 0.02 seconds.
RAD with no significant differences
Posted 11 years ago2013-01-22 14:52:31 UTC
in Trimesh (displacements Hammer 3.5) Post #312295
Is it just a special case when it finds a solid with a face with just one vertex in it?
Exactly. When i find a solid with face with only one vertex, it has to be trimesh. There is no other way to get one vertex face. I also store it as a first face, so i can easily determine with a few opcodes whether or not it is trimesh.

I "detoured" a call which converts solids to map. If current solid is not trimesh, original function is called. If it is trimesh, my function is called. I pretty much rewrote that whole function, because I didn't want to mess around with adding NULL faces. So in that function i just create a tetrahedron for each face. I could show you a source of that dll (where this function and other function for generating trimesh are stored), but it is wrote pretty messy (a very few comments), contains a lot of magic offsets and it would't tell you much more then I just did.
Posted 11 years ago2013-01-22 13:10:08 UTC
in Trimesh (displacements Hammer 3.5) Post #312292
Penguinboy:
with unpatched hammer:
you can edit & save rmf
you can't compile or save to map
it will give you a lot of errors in Check for problems
using hlfix works only with -nd -nu -r flags

OT: Is there a purpose for hlfix? Last time I tried to use it, it broke stuff that was ok and didn't fix stuff that was broken.

Suture:
Wasn't that caused just by playing the map while compiler was still writing to it? I don't really know how to solve this since I can't recreate circumstances of this error.
Posted 11 years ago2013-01-21 17:48:06 UTC
in Trimesh (displacements Hammer 3.5) Post #312286
I don't own ot.wad, but after stripping it from wad list, it loaded ok. (Only walking-in-the-air caused by classic cliptype, no problem after recompile from .rmf with precise cliptype)

Could you specify which compile errors did it give you? Was that the cause for opening saved .map and saving it as .rmf? How specificly did half-life refused to read the map?
Posted 11 years ago2013-01-20 22:38:06 UTC
in Trimesh (displacements Hammer 3.5) Post #312283
sure
Posted 11 years ago2013-01-20 22:08:55 UTC
in Trimesh (displacements Hammer 3.5) Post #312281
The Mighty Atom:
If you send your version to me, I could try to apply my modifications to it. Or I can create a diff between original and customized hammer.
Suture:
That's weird. Could you provide rmf or bsp?
Posted 11 years ago2013-01-20 16:26:25 UTC
in Trimesh (displacements Hammer 3.5) Post #312274
Do you have any link to these specific modifications? If these modifications are only cosmetic (changes in resources), a simple diff could be applied.
Posted 11 years ago2013-01-19 20:09:01 UTC
in Trimesh (displacements Hammer 3.5) Post #312271
here you go: http://backup.tvorbamap.cz/archiv/hammer_nohax.zip
(this is exe only, you still need hammer_trimesh.dll)
Posted 11 years ago2013-01-19 17:16:01 UTC
in Trimesh (displacements Hammer 3.5) Post #312264
Hi there,
I created trimesh for hammer 3.5. It is another type of solid which is perfert for creating terrain.
This is how it looks like in hammer:
User posted image
And ingame:
User posted image
It is a replacement for wedge, so you can find it in solids menu between block and cylinder. Faces parameter defines how many splits will be made on each side - for faces=4 a trimesh 4x4 will be created with total of 32 faces (2 triangles for each square).

Editing trimesh with vertex tool is way easier than editing bunch of tetrahedrons. (Only limitation i know - you can't snap or create new vertices)
Under trimesh one extra vertex is created - it defines point from trimesh brushes will be created (after compiling / saving to .map):
User posted image
If you move it too close to trimesh, compilation will fail because of this (twisted tetrahedrons):
User posted image
Installation is easy - just backup your hammer.exe and copy files from hammer_trimesh.zip.
(hammer.exe in archive is already modified by vluzacn's float point coord and 8196 grid enablers)
http://backup.tvorbamap.cz/archiv/hammer_trimesh.zip

Disclaimer:
this is exprimental, use at your own risk
all credits for float point coords and 8196 grid belongs to vluzacnn
Posted 14 years ago2010-06-26 17:58:23 UTC
in Post your screenshots! WIP thread Post #282385
nope, it's CS1.6
I'm using light orange for light and dark orange for shade. I have to change it, becouse orange hands look wierd.
Posted 14 years ago2010-06-26 14:41:53 UTC
in check out my video Post #282376
I've made subtitles. Is it better now? Please correct any mistakes I've made.
Posted 14 years ago2010-06-26 13:24:31 UTC
in check out my video Post #282374
Hi everyone, I wonder your opinion on this video what i've made. It's about a door with an adjustable password to cstrike1.6.
http://www.youtube.com/watch?v=E0HCv-3GFxI
Posted 14 years ago2010-06-26 13:17:18 UTC
in Post your screenshots! WIP thread Post #282372