Forum posts

Posted 2 months ago2022-06-04 17:41:03 UTC
in Map have low fps, which not have any leaks Post #346595
Have you tried using wireframe you should be able to see where its drawing to much

gl_wireframe 2
Posted 2 months ago2022-05-16 17:05:52 UTC
in Hlbox17b Source Code Post #346526
Here`s a link to Chapo`s Hlbox17b C# code someone might find it useful, its a BSP packer and wad tool, I think it also has click`n`play that downloads and installs maps for you with a single click.

Pack => Automatic creation of an archive from the map's bsp

Unpack => Automatic extraction of archive map with folder's analyse,

Resgen => Generation of a ressource file for a map
Its possible to read in the lightmaps and change them (like below pic) maybe read every faces lightmap and set it to the average, this would give a flat shaded look, but I think that you would get weird shading where the faces are spilt.


I wonder what effect setting -chop # Set radiosity patch size for normal textures.
Posted 1 year ago2021-03-10 10:07:03 UTC
in Help, can't replace textures in HL1 Post #345413
I`ve been playing with the idea of recompiling the lights on the original HL maps with modern compilers, it should be possible but the maps might need light_suface entites adding to get the texture lights to work.
Posted 1 year ago2021-02-23 14:51:26 UTC
in Help, can't replace textures in HL1 Post #345368
Hi MenDax, your textures are saving but most single player maps have the textures included in the BSP. Type r_wadtextures 1 in console to force HL to use your wads.
Posted 1 year ago2021-01-18 17:49:50 UTC
in light_environment not casting light. Post #345246
Hi, light_environments need at least one brush that is fully covered in the sky texture this will then act as the light source.
Posted 1 year ago2020-11-29 20:07:49 UTC
in [Help] with bsps and included textures Post #344974
The texture is in the wad below, for some reason its been made into a single texture. You can either add it to the halflife.wad or make a new one and add its name to the bsp with BSPedit.

I used Bsp2map it decompiles the BSP and rips the textures to a single wad file.
Posted 1 year ago2020-11-29 13:28:55 UTC
in [Help] with bsps and included textures Post #344968
I`ve downloaded them, which map is it that has missing textures?
Posted 1 year ago2020-11-28 17:19:39 UTC
in [Help] with bsps and included textures Post #344964
One of the easiest is or any site like that. Did r_wadtextures 1 not work?
Posted 1 year ago2020-11-28 12:37:59 UTC
in [Help] with bsps and included textures Post #344962
Hi, try using r_wadtextures 1 in console it will force HL to use your editied wads instead of the ones in the BSP, if thats no use to you send me the editied BSP and I`ll take a look whats going on.
Posted 1 year ago2020-08-25 18:56:05 UTC
in How do i insert prefabs in jack editor Post #344646
besides transparent objects in editor i dont really see any improvement over free Valve Hammer Editor 3.5 .
For experienced users JACKs UV texture lock is very useful, for newbies it has some nice tools to help prevent invalid solids.
Texture skewTexture skew
I managed to recompile dod_flash after changing the lights but other maps did not seem to work, could be just they needed wad paths.

Theres also darkulator that can change the lights.