Super Half-Life Tools 3.9 Created 15 years ago2009-06-08 16:44:03 UTC by Striker Striker

Created 15 years ago2009-06-08 16:44:03 UTC by Striker Striker

Posted 15 years ago2009-06-08 16:48:58 UTC Post #268085
Super Half-Life Tools 3.9

Development Thread

Download Mirror (Includes source code, updated fgd file, 32-bit, 32-bit SSE and 64-bit binaries.

SHLT 3.9 is compatible with the Compilator.


These tools are now deprecated, check out the far better Vluzacn's Half-Life Tools.
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2009-06-09 03:12:53 UTC Post #268109
cool has anyone tried/tested them yet? I will test the x64 sse2 to see about any speed improvement...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-06-09 07:42:54 UTC Post #268112
I think muzzleflash will test them, and maybe provide the next version of The Compilator with these tools :crowbar:
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2009-06-09 11:10:57 UTC Post #268115
Like i said on MSN yesterday, these tools work find with the Compilator.
So go ahead and use them!

You need to rename the tools to hlcsg.exe, hlbsp.exe, hlvis.exe and hlrad.exe because the Compilator is hardcoded to look for these filenames.

Also, that new entity is pretty darn neat!
Posted 15 years ago2009-06-09 11:58:47 UTC Post #268117
Changed thread name & stickied for everyone to give these a try. Improvements sound awesome, I'll definitely be using these if there's no notable problems.
Daubster DaubsterVault Dweller
Posted 15 years ago2009-06-09 12:04:16 UTC Post #268118
sweet
Posted 15 years ago2009-06-09 12:47:45 UTC Post #268119
I bet that new entity would be awesome for making grass. Have a bunch of func_illusionaries on the ground simulating blades of grass. Yet in truth only one is rendered.

That's how they did it in one of the Halos

:) genius
Tetsu0 Tetsu0Positive Chaos
Posted 15 years ago2009-06-10 02:31:24 UTC Post #268120
Oh man , I can't wait to buy a gtx or something ! I want to map again for hl1 :aggrieved:

[EDIT] So muzz, any added performance ? Faster compiling ? Things like that ? I just want to know because right now I can't map for hl1, yo know why :D
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2009-06-10 10:50:50 UTC Post #268167
Im pretty sure there is a significant improvement when it comes to speed, i have'nt had the time to fully test it yet.

If you map for HL1, i would definitely use these new tools. Keep software (and compile tools) up-to-date.
Posted 15 years ago2009-06-10 16:35:55 UTC Post #268178
Did a little testing of compile times for vis and rad, for my 64-bit system on small-sized maps:

64-bit sse2 tools take a little bit longer for me, 10-20% longer than the latest official zhlt x64(non sse2) tools

32-bit sse2 tools take a bit longer than those, perhaps another 5-10%.

Anyone else done some speed testing? I'll report back the next time i compile a big map.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 15 years ago2009-06-10 16:44:56 UTC Post #268179
Has anyone tried these with hammer?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-06-11 01:59:16 UTC Post #268185
What is sse?
Jessie JessieTrans Rights <3
Posted 15 years ago2009-06-11 03:27:39 UTC Post #268186
read about this on the svencoop forum. seems too flashy to me
Skals SkalsLevel Designer
Posted 15 years ago2009-06-11 08:47:58 UTC Post #268194
The increased LEAF limit would have allowed me to do more with my Lab11 level.

Hmmm... :-)
Posted 15 years ago2009-07-07 23:00:08 UTC Post #269650
Furthermore, now that I'm actually using these tools (very tentatively at first) I note that the texture limit has been expanded from 4Mb to 32Mb!

Awesome - it will allow me to address the numerous comments I had with my Canyon_Redux level not having enough texture variety - but does the engine cope okay with all that extra texture data?

Guess I'll have to have a play and find out! :-)
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