Thread: [ARCHIVE] Custom ZHLT by vluzacn

Page 8 of 33 FirstFirst ... 45678910111218 ... LastLast
Results 176 to 200 of 825
  1. #176
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [UK]
    Posts
    8,603

    Re: custom version of ZHLT by vluzacn

    You can compile them to allow up to 512 models if you like, but don't expect your map to run at all. The limit is at 400 because that was a suitable limit, though I'd have had it lower. The classic ZHLT's also had a limit of 400, not sure if this was changed when amckern or Silencer continued development.

    The engine netcode has a difficult time keeping 400 brush entities in sync with its' clients, much more would just melt network playability.
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  2. #177
    QPU-aligned Silencer's Avatar  
    Contributor
    Join Date
    May 2006
    Posts
    6,082

    Re: custom version of ZHLT by vluzacn

    There's nothing much to sync with e.g. func_walls. It's also only problematic if they're all in one PVS. SHLT uses 512.

  3. #178
    Donated 15NS$ for Sven's Holiday at the Bahamas Puchi's Avatar  
    Artist
    Join Date
    Nov 2002
    Location
    Akihabara, Bochum or Sailune
    Posts
    5,618

    Re: custom version of ZHLT by vluzacn

    so obviously i want to compile with more than 400 solid entities. what's the command please?
    Do it with passion, or not at all.
    Do not say everything you know. Know everything you say.
    [ MarySP ][ nacl-h2o ][ The next SC Version ♥♥♥♥ing pwns! ][Puchis Maps ]

  4. #179
    QPU-aligned Silencer's Avatar  
    Contributor
    Join Date
    May 2006
    Posts
    6,082

    Re: custom version of ZHLT by vluzacn

    Well can't expect the average user to have a copy of MSVC 2010 at his hands.
    Get a hex editor and change all ocassions of 90 01 00 00 (400 Little Endian) to 00 02 00 00 (512 Little Endian) in all tools.
    Chances of messing with something unrelated are very low. I use XVI32.

  5. #180
    Donated 15NS$ for Sven's Holiday at the Bahamas Puchi's Avatar  
    Artist
    Join Date
    Nov 2002
    Location
    Akihabara, Bochum or Sailune
    Posts
    5,618

    Re: custom version of ZHLT by vluzacn

    i expected an override command, not that. but fine
    guess there's not really a documentation for these tools, right? there seem to be a lot of commands and stuff we should know about - like that -coring thing.
    Do it with passion, or not at all.
    Do not say everything you know. Know everything you say.
    [ MarySP ][ nacl-h2o ][ The next SC Version ♥♥♥♥ing pwns! ][Puchis Maps ]

  6. #181
    Banned CryoKeen's Avatar
    Join Date
    Aug 2001
    Location
    United States
    Posts
    4,455

    Re: custom version of ZHLT by vluzacn

    Quote Originally Posted by Hunk Guerrius View Post
    What func_door brush, I can't remake what doesn't exist, the coordinates "0, 0, 0" pretty much show that there is no leak coordinates whatsoever, its no use, I even tried deleting every func_door inside the map to see what happens, it just starts pointing at other entities, there is no leak in the map, nor I have any entity placed outside the hull. This isn't the only map it happens with too, I have got this map working for over a year, it only starts popping problems up once I use Vluzacn's compilers, thats why I posted it here, something else must be wrong.
    Try Edit > Select All

    Then Copy, open a new map, and Paste. This has solved this problem for me.

    WARNING: Doing this can result in hammer crashing or appear to be hung until it selects all the entity's in your map.

    Also I assume you did 'Map > Check for problems' to check for an invisible entity :3

  7. #182
    Donated 15NS$ for Sven's Holiday at the Bahamas Puchi's Avatar  
    Artist
    Join Date
    Nov 2002
    Location
    Akihabara, Bochum or Sailune
    Posts
    5,618

    Re: custom version of ZHLT by vluzacn

    uhm
    now i get max_map_surfedges. how many limits were incrased in shlt? guess it'll be too much work getting the map to work with vluzacns tools

    edit:
    Code:
    models              425/512            27200/32768      (83.0)
    planes            10432/32767         208640/655340     (31.8)
    vertexes          26485/65535         317820/786420     (40.4)
    nodes             13019/32767         312456/786408     (39.7)
    texinfos           8624/32767         344960/1310680    (26.3)
    faces             19153/65535         383060/1310700    (29.2)
    clipnodes         32192/32767         257536/262136     (98.2)
    leaves             8895/32767         249060/917476     (27.1)
    marksurfaces      26447/65535          52894/131070     (40.4)
    surfedges         87293/1048575       349172/4194300    ( 8.3)
    edges             48509/524287        194036/2097148    ( 9.3)
    texdata            [variable]         998448/33554432   ( 3.0)
    lightdata          [variable]        6906843/33554432   (20.6)
    visdata            [variable]         273602/16777216   ( 1.6)
    entdata            [variable]         234101/16777216   ( 1.4)
    Last edited by Puchi; 25-03-2011 at 11:07 AM.
    Do it with passion, or not at all.
    Do not say everything you know. Know everything you say.
    [ MarySP ][ nacl-h2o ][ The next SC Version ♥♥♥♥ing pwns! ][Puchis Maps ]

  8. #183
    QPU-aligned Silencer's Avatar  
    Contributor
    Join Date
    May 2006
    Posts
    6,082

    Re: custom version of ZHLT by vluzacn

    Hexing that is more likely to mess things up because you might alter unrelated stuff.
    Vluzacn forgot to increase the arbitrary limits, or he yet has to grasp the size of 202nd decade Sven Co-op maps.

  9. #184
    Donated 15NS$ for Sven's Holiday at the Bahamas Puchi's Avatar  
    Artist
    Join Date
    Nov 2002
    Location
    Akihabara, Bochum or Sailune
    Posts
    5,618

    Re: custom version of ZHLT by vluzacn

    can i install JUST the c/++ compiler? incrasing the limits on my own would be much easer so far, but i dont want to have the full package with stuff i dont need.
    Do it with passion, or not at all.
    Do not say everything you know. Know everything you say.
    [ MarySP ][ nacl-h2o ][ The next SC Version ♥♥♥♥ing pwns! ][Puchis Maps ]

  10. #185
    QPU-aligned Silencer's Avatar  
    Contributor
    Join Date
    May 2006
    Posts
    6,082

    Re: custom version of ZHLT by vluzacn

    I don't know about that. I am studying Media IT, not Windows Programming. Compilers are different all over the place. I just installed the MSVC 2010 bundle and it worked, after some tedious googling for weird compile error messages and fixing efforts though.

  11. #186
    Administrator AdamR's Avatar  
    Manager
    Join Date
    Mar 2004
    Location
    Cardiff, South Wales [UK]
    Posts
    8,603

    Re: custom version of ZHLT by vluzacn

    Can't compile V23 at all. WriteBsp.cpp and QBSP.cpp are not getting the plane_t definition and the g_mapplanes declaration they need. They seem to be in csg.h, but is it safe/necessary to include that header for the HLBSP project?

    Also the _vsnprintf problem is still there that I mentioned from V20. Replace line 20 in win32fix.h with this to fix it:
    Code:
    #if _MSC_VER < 1400 // AdamR: Ignore this definition in Visual Studio 2005 and later
    #define vsnprintf _vsnprintf
    #endif
    Adam "Adambean" Reece
    Sven Co-op team

    Also on: Steam | Facebook | Twitter | YouTube | Twitch
    Released AMXX plug-ins: Bind number slots | NextMap with Sven Co-op fix | Sven Co-op administrator icons

  12. #187
    Registered User vluzacn's Avatar
    Join Date
    May 2010
    Location
    China
    Posts
    274

    Re: custom version of ZHLT by vluzacn

    Quote Originally Posted by Unq View Post
    Quick request for vluzacn:
    Can you please post or upload the full changelog? The text file in the zip for version 23 is corrupt (as is history.txt in version 20). I think they may not be plain text files, which makes them gibberish in notepad or other text editors.
    Thanks.
    I will write the changelog. But don't expect it to be "Quick".




    Quote Originally Posted by Hunk Guerrius View Post
    Warning: === LEAK in hull 0 ===
    Entity func_door @ ( 0, 0, 0)
    Your func_door has an 'origin' key with value '0 0 0' and (0,0,0) is outside your map.
    But brush entities with no origin brush(like the func_door in your case) should never have 'origin' key.
    Open the .map file with text editor and search for all 'func_door'. Lines under '"classname" "func_door"' are the keys and values of this func_door. If there is 'origin' key, then the problem is caused by your Hammer(or any other software that generates the .map file).




    Quote Originally Posted by Hunk Guerrius View Post
    I am also getting errors like these:
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-38,-22,9)-(38,-19,45)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-1530,2390,-336)-(-1513,2405,-335)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-1528,2374,-347)-(-1514,2390,-346)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-1545,2387,-347)-(-1529,2405,-346)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-1564,2357,-308)-(-1545,2374,-299)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-1580,2341,-312)-(-1561,2358,-303)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-1564,2357,-326)-(-1545,2374,-317)
    These errors can hardly be avoided and also exist in other compilers due to the nature of bsp.
    The worst result(which rarely occurs) is disappeared faces or invisible holes or walls.
    These warnings suggest you to check for errors near these coordinates in the game.
    If no errors are found in playing, these warnings can be ignored.




    You can compile them to allow up to 512 models if you like, but don't expect your map to run at all. The limit is at 400 because that was a suitable limit, though I'd have had it lower. The classic ZHLT's also had a limit of 400, not sure if this was changed when amckern or Silencer continued development.
    The engine netcode has a difficult time keeping 400 brush entities in sync with its' clients, much more would just melt network playability.
    Perhaps the MAX_MAP_MODELS in compiler should be raised to 512 or larger, since this is only an engine limit, not a compiler limit, and the limit of 512 precached objects is not even an explicit limit on number of brush models.




    Quote Originally Posted by Puchi View Post
    uhm
    now i get max_map_surfedges. how many limits were incrased in shlt? guess it'll be too much work getting the map to work with vluzacns tools
    edit:
    Code:
    models              425/512            27200/32768      (83.0)
    planes            10432/32767         208640/655340     (31.8)
    vertexes          26485/65535         317820/786420     (40.4)
    nodes             13019/32767         312456/786408     (39.7)
    texinfos           8624/32767         344960/1310680    (26.3)
    faces             19153/65535         383060/1310700    (29.2)
    clipnodes         32192/32767         257536/262136     (98.2)
    leaves             8895/32767         249060/917476     (27.1)
    marksurfaces      26447/65535          52894/131070     (40.4)
    surfedges         87293/1048575       349172/4194300    ( 8.3)
    edges             48509/524287        194036/2097148    ( 9.3)
    texdata            [variable]         998448/33554432   ( 3.0)
    lightdata          [variable]        6906843/33554432   (20.6)
    visdata            [variable]         273602/16777216   ( 1.6)
    entdata            [variable]         234101/16777216   ( 1.4)
    It seems impossible to exceed MAX_MAP_SURFEDGES. Please post the log.




    Quote Originally Posted by AdamR View Post
    Can't compile V23 at all. WriteBsp.cpp and QBSP.cpp are not getting the plane_t definition and the g_mapplanes declaration they need. They seem to be in csg.h, but is it safe/necessary to include that header for the HLBSP project?
    This is identical to:
    Quote Originally Posted by AdamR View Post
    I have the following issues when compiling your code though:
    Code:
    fatal error C1189: #error : . c:\users\adam reece\documents\visual studio 2008\projects\zhlt\vluzacn\common\cmdlib.h 43
    This is repeated about 50+ times!
    Not had this from your compilers before... also not found a respectable fix yet, though commenting out the 3-line definition check block allows me to compile. Oddly HLCSG is the only project that can compile with the block there.
    I had added a Macro of 'HLCSG', 'HLBSP', 'HLVIS', 'HLRAD' or 'RIPENT' in project setting.
    However, I only did this for 'Win32 Release' mode, and forgot for the debug modes.




    Quote Originally Posted by AdamR View Post
    Also the _vsnprintf problem is still there that I mentioned from V20. Replace line 20 in win32fix.h with this to fix it:
    Code:
    #if _MSC_VER < 1400 // AdamR: Ignore this definition in Visual Studio 2005 and later
    #define vsnprintf _vsnprintf
    #endif
    OK.

  13. #188
    Donated 15NS$ for Sven's Holiday at the Bahamas Puchi's Avatar  
    Artist
    Join Date
    Nov 2002
    Location
    Akihabara, Bochum or Sailune
    Posts
    5,618

    Re: custom version of ZHLT by vluzacn

    Quote Originally Posted by vluzacn View Post
    It seems impossible to exceed MAX_MAP_SURFEDGES. Please post the log.
    mh, its because of lots of mixed face contents

    Code:
    hlbsp v3.4 VL23 (Jan  7 2011)
    Zoner's Half-Life Compilation Tools -- Custom Build
    Based on code modifications by Sean 'Zoner' Cavanaugh
    Based on Valve's version, modified with permission.
    Submit detailed bug reports to (vluzacn@163.com)
    -----  BEGIN  hlbsp -----
    Command line: "D:\Download\Half-Life (2), Sven Co-op\vulzacn 23\HLBSP.exe" D:\St
    uff\workingon\MAPPING\MAPS\hlofspp -estimate -threads 3 -texdata 8000 -noinfo -c
    hart
    Arguments: D:\Stuff\workingon\MAPPING\MAPS\hlofspp -estimate -threads 3 -texdata
     8000 -noinfo -chart
    SolidBSP [hull 0] 500...1000...Warning: Mixed face contents in leafnode ( -1 and
     -2 ) at (568,428,-944)-(704,472,-928)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (568,364,-944)-(704,40
    8,-928)
    1500...2000...2500...3000...3500...Warning: Mixed face contents in leafnode ( -1
     and -2 ) at (-838,-110,-1760)-(-830,-60,-1752)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-920,-240,-1760)-(-83
    1,-60,-1752)
    4000...4500...5000...5500...6000...6495 (2.13 seconds)
    BSP generation successful, writing portal file 'D:\Stuff\workingon\MAPPING\MAPS\
    hlofspp.prt'
    SolidBSP [hull 1] 500...Warning: Mixed face contents in leafnode ( -1 and -2 ) a
    t (592,332,-948)-(1072,332,-740)
    1000...1500...Warning: Mixed face contents in leafnode ( -1 and -2 ) at (320,543
    ,-1396)-(352,569,-1324)
    2000...2500...3000...3500...4000...4500...4926 (1.58 seconds)
    SolidBSP [hull 2] 500...Warning: Mixed face contents in leafnode ( -1 and -2 ) a
    t (608,316,-944)-(1088,316,200)
    1000...1500...2000...2500...3000...3500...4000...4179 (1.14 seconds)
    SolidBSP [hull 3] 500...Warning: Mixed face contents in leafnode ( -1 and -2 ) a
    t (592,332,-930)-(1072,332,-722)
    1000...Warning: Mixed face contents in leafnode ( -1 and -2 ) at (320,656,-1335)
    -(352,668,-1298)
    1500...Warning: Mixed face contents in leafnode ( -1 and -2 ) at (292,541,-1342)
    -(352,570,-1298)
    2000...2500...3000...3500...4000...4500...5000...5175 (1.75 seconds)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (22,2071,-1506)-(56,21
    19,-1506)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (6,2055,-1502)-(72,213
    5,-1502)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (22,2071,-1488)-(56,21
    19,-1488)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-122,1920,-1463)-(-95
    ,1920,-1423)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-120,1776,-1463)-(-93
    ,1776,-1423)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-2707,141,-1821)-(-26
    67,151,-1816)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-608,8,-1453)-(-580,2
    4,-1419)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-608,-41,-1456)-(-608
    ,-24,-1384)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-706,-144,-1540)-(-66
    9,-124,-1519)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-732,-28,-1708)-(-706
    ,-26,-1674)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-830,-140,-1726)-(-81
    5,-105,-1700)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-830,-150,-1712)-(-82
    3,-140,-1700)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-625,-91,-1521)-(-624
    ,-46,-1504)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-702,-172,-1532)-(-65
    3,-108,-1504)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-797,-108,-1643)-(-69
    0,-44,-1570)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-608,-49,-1438)-(-608
    ,-24,-1402)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-608,-120,-1463)-(-56
    2,-101,-1445)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-733,-156,-1574)-(-66
    9,-124,-1537)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-732,-28,-1690)-(-636
    ,-26,-1634)
    Warning: Mixed face contents in leafnode ( -1 and -2 ) at (-829,-140,-1708)-(-81
    5,-101,-1683)
    Error: Exceeded MAX_MAP_SURFEDGES
    Description: The compiler tool hit an internal limit
    Howto Fix: contact vluzacn@163.com concerning this issue.
    
    
    -----   END   hlbsp -----
    here is bsp creation of shlt:
    Code:
    Command line: "D:\Download\Half-Life (2), Sven Co-op\SHLT 3.9 x64\HLBSP.exe"D:\S
    tuff\workingon\MAPPING\MAPS\hlofspp -estimate -threads 3 -texdata 8000 -noinfo -
    chart
    SolidBSP [hull 0] 500...1000...1500...2000...2500...3000...3500...4000...4500...
    5000...5500...6000...6500...7000...7500...8000...8082 (0.31 seconds)
    BSP generation successful, writing portal file 'D:\Stuff\workingon\MAPPING\MAPS\
    hlofspp.prt'
    SolidBSP [hull 1] 500...1000...1500...2000...2500...3000...3500...4000...4500...
    5000...5500...6000...6148 (0.28 seconds)
    SolidBSP [hull 2] 500...1000...1500...2000...2500...3000...3500...4000...4500...
    5000...5489 (0.20 seconds)
    SolidBSP [hull 3] 500...1000...1500...2000...2500...3000...3500...4000...4500...
    5000...5500...6000...6407 (0.32 seconds)
    
    Object names    Objects/Maxobjs      Memory / Maxmem    Fullness
    ------------  -------------------  -------------------  --------
    models              405/512            25920/32768      (79.1)
    planes            10525/32767         210500/655340     (32.1)
    vertexes          26345/65535         316140/786420     (40.2)
    nodes             13103/32767         314472/786408     (40.0)
    texinfos           6542/32767         261680/1310680    (20.0)
    faces             19046/65535         380920/1310700    (29.1)
    clipnodes         32582/32767         260656/262136     (99.4)
    leaves             8878/32767         248584/917476     (27.1)
    marksurfaces      26073/65535          52146/131070     (39.8)
    surfedges         86556/1048575       346224/4194300    ( 8.3)
    edges             48316/524287        193264/2097148    ( 9.2)
    texdata            [variable]        1001824/33554432   ( 3.0)
    lightdata          [variable]              0/33554432   ( 0.0)
    visdata            [variable]              0/16777216   ( 0.0)
    entdata            [variable]         235969/16777216   ( 1.4)
    => Total BSP file data space used: 3848299 bytes.
    
    Warning: Surpassed 8192 leafs, which is the old maximum.
             If you encounter problems when running your map,
             consider this the most likely cause. There exist no
             records about this ever causing problems, though.
    
    Textures referenced: 512
    
    6.30 seconds elapsed
    
    -----   END   hlbsp -----
    i have two leafportal saw into leaf in the map, two times, could that be related?
    Do it with passion, or not at all.
    Do not say everything you know. Know everything you say.
    [ MarySP ][ nacl-h2o ][ The next SC Version ♥♥♥♥ing pwns! ][Puchis Maps ]

  14. #189
    Registered User vluzacn's Avatar
    Join Date
    May 2010
    Location
    China
    Posts
    274

    Re: custom version of ZHLT by vluzacn

    Quote Originally Posted by Puchi View Post
    uhm
    now i get max_map_surfedges. how many limits were incrased in shlt? guess it'll be too much work getting the map to work with vluzacns tools

    edit:
    Code:
    models              425/512            27200/32768      (83.0)
    planes            10432/32767         208640/655340     (31.8)
    vertexes          26485/65535         317820/786420     (40.4)
    nodes             13019/32767         312456/786408     (39.7)
    texinfos           8624/32767         344960/1310680    (26.3)
    faces             19153/65535         383060/1310700    (29.2)
    clipnodes         32192/32767         257536/262136     (98.2)
    leaves             8895/32767         249060/917476     (27.1)
    marksurfaces      26447/65535          52894/131070     (40.4)
    surfedges         87293/1048575       349172/4194300    ( 8.3)
    edges             48509/524287        194036/2097148    ( 9.3)
    texdata            [variable]         998448/33554432   ( 3.0)
    lightdata          [variable]        6906843/33554432   (20.6)
    visdata            [variable]         273602/16777216   ( 1.6)
    entdata            [variable]         234101/16777216   ( 1.4)
    The cause:
    Get a hex editor and change all ocassions of 90 01 00 00 (400 Little Endian) to 00 02 00 00 (512 Little Endian) in all tools.

  15. #190
    Donated 15NS$ for Sven's Holiday at the Bahamas Puchi's Avatar  
    Artist
    Join Date
    Nov 2002
    Location
    Akihabara, Bochum or Sailune
    Posts
    5,618

    Re: custom version of ZHLT by vluzacn

    so much for its working
    edit:
    well. i replaced with the ones from the archive, i still get a lot of mixed content till its stuffed.
    can you explain to me what that actually means? when i trace the coordinates, i am inside brushes or in mid-air (mid-water).
    Last edited by Puchi; 01-04-2011 at 04:09 PM.
    Do it with passion, or not at all.
    Do not say everything you know. Know everything you say.
    [ MarySP ][ nacl-h2o ][ The next SC Version ♥♥♥♥ing pwns! ][Puchis Maps ]

  16. #191
    Registered User
    Join Date
    Jan 2011
    Posts
    32

    Re: custom version of ZHLT by vluzacn

    Your func_door has an 'origin' key with value '0 0 0' and (0,0,0) is outside your map.
    But brush entities with no origin brush(like the func_door in your case) should never have 'origin' key.
    Open the .map file with text editor and search for all 'func_door'. Lines under '"classname" "func_door"' are the keys and values of this func_door. If there is 'origin' key, then the problem is caused by your Hammer(or any other software that generates the .map file).
    Yes, looks like you are right, I fixed my problems, thanks for the reply, also thanks to CryoKeen.

  17. #192
    Banned CryoKeen's Avatar
    Join Date
    Aug 2001
    Location
    United States
    Posts
    4,455

    Re: custom version of ZHLT by vluzacn

    Awesome hunk!

    How did I help you exactly? So there was an invisible entity in the map somewhere that had a null value and was bugging up your jig so you deleted it and the map works? :3

  18. #193
    Registered User
    Join Date
    Jan 2011
    Posts
    32

    Re: custom version of ZHLT by vluzacn

    Yes, that exactly, I just selected all the brushes manually and copied them to a new map, it worked, although why do these compilers have problems with empty entities, while ZHLT 3.4 doesn't?
    Last edited by Hunk Guerrius; 05-04-2011 at 03:55 PM.

  19. #194
    Donated 15NS$ for Sven's Holiday at the Bahamas Puchi's Avatar  
    Artist
    Join Date
    Nov 2002
    Location
    Akihabara, Bochum or Sailune
    Posts
    5,618

    Re: custom version of ZHLT by vluzacn

    the empty entities usually cause a leak noone can explain because their origin is at 0 0 0. i guess vluzacn added a special check for empty entities.
    Do it with passion, or not at all.
    Do not say everything you know. Know everything you say.
    [ MarySP ][ nacl-h2o ][ The next SC Version ♥♥♥♥ing pwns! ][Puchis Maps ]

  20. #195
    Registered User
    Join Date
    Jan 2011
    Posts
    32

    Re: custom version of ZHLT by vluzacn

    Another question, why does lighting in Vluzacn 2.3 look so smooth and colorful while in ZHLT 3.4 it looks so washed out?

    I left an attachment, but you can view a higher quality one here:

    http://img716.imageshack.us/img716/4...ipboard03w.png
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	Clipboard03.jpg 
Views:	231 
Size:	14.1 KB 
ID:	14597  

  21. #196
    Banned CryoKeen's Avatar
    Join Date
    Aug 2001
    Location
    United States
    Posts
    4,455

    Re: custom version of ZHLT by vluzacn

    Thx for the higher quality image hunk!

    The Vluzacn view is so amazing!

  22. #197
    Registered User
    Join Date
    Jan 2011
    Posts
    32

    Re: custom version of ZHLT by vluzacn

    Now light bouncing and texture light are influenced by texture color.
    Well, is there a way of disabling that? i like the lighting color in the default compilers, the color with yours (Vluzacn) might be better but it looks way too colorful and bright in some cases.

  23. #198
    Registered User vluzacn's Avatar
    Join Date
    May 2010
    Location
    China
    Posts
    274

    Re: custom version of ZHLT by vluzacn

    Quote Originally Posted by Hunk Guerrius View Post
    Well, is there a way of disabling that? i like the lighting color in the default compilers, the color with yours (Vluzacn) might be better but it looks way too colorful and bright in some cases.
    I guess you might want to use the '-texreflectscale' paramenter to lower the reflectivity of the textures used in your map, since VHLT assumes white texture to reflect 100% light by default.

  24. #199
    Registered User
    Join Date
    Jan 2011
    Posts
    32

    Re: custom version of ZHLT by vluzacn

    Fixes my problem just fine, thanks.

  25. #200
    Registered User
    Join Date
    Jan 2011
    Posts
    32

    Re: custom version of ZHLT by vluzacn

    I have been using these for a bit now and let me post some results, I created a thread about it in my own forum so im gonna just send a link to there:

    http://halflifezone.com/forums/viewt...149&p=533#p533

    Thank you Vluzacn for your work I am amazed.

Page 8 of 33 FirstFirst ... 45678910111218 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •