Zhlt comment... Created 20 years ago2003-10-10 08:03:50 UTC by Marlborometal Marlborometal

Created 20 years ago2003-10-10 08:03:50 UTC by Marlborometal Marlborometal

Posted 20 years ago2003-10-10 08:03:50 UTC Post #2433
Well, my first post on this forum was about how to make a door opaque, that is, that light could never pass through it.
I tried a thousand different ways but it never, never worked... I specially tried those ZHLT lightflags on and on but never got results. This morning I woke up happy and tried something, I installed those Zhlt tools... And well, whenever I tried this flags they worked!!!!!!!.
I just wanted to tell everybody that those Half-Life specially designed tools are cool, I mean, they were made for Half-Life (original compiling tools are Quake tools, I think) and tough they are too strict in their level building (won?t build up a thing if there is an error in the map, anyway, this will make mapping skills grow!!!) they give nice a more realistic results...
The thing is that I invite everyone to try them and see if they are convincent enough. That?s all.
Be happy.
Posted 20 years ago2003-10-10 09:07:25 UTC Post #2435
lol, you do need ZHLT for ZHLT lightflags! rofl ;)
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-10 09:30:40 UTC Post #2436
Yeah, but I didn?t realise till this morning, I was so stressed trying to import a Milkshape model that forgot about map building... When I discovered I also laughed my ass off :D!.
Posted 20 years ago2003-10-10 16:10:31 UTC Post #2450
lol
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 20 years ago2003-10-10 16:37:46 UTC Post #2455
Hmmm.. i thought ZHLT were pretty well, crap compared to these beauties
Posted 20 years ago2003-10-10 17:26:35 UTC Post #2462
Yeah, Merlins tools rock. ZHLT 253 Custom build v 1.7
Just on the ZHLTLightflags "n" stuff. If anyone ever get's a really good understanding of the ZHLT Fade and Falloff, drop me a line as I need some "understandable" New mapper friendly info to finish a tutorial and I am a bit busy at the moment.
If you want to view the tut, to see how far got check out : Light, all you ever needed to know.
Posted 20 years ago2003-10-11 11:47:30 UTC Post #2499
you know thats odd and slightly scary.. i was thinking of a tut on levelchanges (again) and i thought of naming it:

"The level change : All you ever need to know"

wierd huh?
Posted 20 years ago2003-10-11 11:52:44 UTC Post #2501
Andy: for your light tut, you might want to refer to this little prog. that generates custom light styles :

http://collective.valve-erc.com/index.php?doc=1063863063-91421600

ant the tut seems to be comming along nicely.. :P
Posted 20 years ago2003-10-11 17:59:07 UTC Post #2518
Yeah, I saw that when it was posted, I had a good look at it and couldn't really see how I would use it in the type of maps I build... Not that they ever get past project stage ;)
I think what I wanted to do with the light tut is to give people a good overview and let them do the rest. It really is a huge subject. The ZHLT stuff is ok if you understand the theory, but how the hell do you put that in understandable English. The main reason I decided to shelve the tut was because it will never be quite finished as Light seems to interact with everything else. Model lighting is from underneath, Lights effect light_environment settings, named lights - errors? and the list goes on.
Posted 20 years ago2003-10-12 03:56:43 UTC Post #2528
And you want to include texlighting. Looks soooooooooo much better and more realistic.
Posted 20 years ago2003-10-12 04:59:12 UTC Post #2535
thats because one texture light can be as many as 7 -8 different lights
(up to 16 if -extra is turned on (3point oversampling) )

Lighting is a MASSIVE subject, and because of this, maybe there should be 3 tutorials on light?

the firt beeng very basic - no messing with command line switches etc..
the second : introducing light_environments, light_spot and a few basic params. for hlrad

and finally a complex tut covering lightflags - more advanced command line switches like ambient light in shade etc..
(i'm in way over my head)

and thanks for the email andy - :P
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