Thread: Vluzacn's ZHLT v31 Update

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  1. #1
    Registered User vluzacn's Avatar
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    Vluzacn's ZHLT v31 Update

    2013/10/14

    ----Changed the appearance of the textures in zhlt.wad.
    For most of the textures which are not commonly used, they have a 64x64 image which can briefly illustrate their usage and function.
    Click image for larger version. 

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    ----Changed the default value of '-blur' from 1.0 to 1.5.
    This value is chosen to achieve a balance between eliminating staircase effect and preserving lightmap detail.
    If you want to return to the old look of lightmap, compile hlrad with the parameter '-blur 1.0'.

    ----Fixed two bugs that occasionally cause errors in FixBrinks.

    ----Optimized bsp splitting.
    Now the amount of leaves, nodes and clipnodes can reduce by 2%-10%, under the condition that '-maxnodesize' is in its default value.

    ----Added the feature of preserving lightmap color of overly bright spots.
    Because the maximum brightness value that can be stored in the lightmap is limited to 255, we have the problem of how to handle the overly bright spots.
    Previously, the brightness that exceeds the limit is simply clipped by maximum value, in R,G,B channels separately. And Goldsrc engine does this too when rendering the lightmap, and with a even smaller limit.
    But this will cause a distortion in color for the overly bright spots, which doesn't look good.
    To solve this problem, the compiler now preserves color when reducing the brightness. And the brightness is now reduced to 188, not 255, so that it is also below the limit of Goldsrc engine and will not be clipped in game.
    You can locate overly bright spots with hlrad parameter '-drawoverload'.
    Click image for larger version. 

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    Note that there are two cases where this feature will fail to work:
    One is when two bright spots overlap and they are in different light styles.
    One is when the 'style' or 'custom appearance' of the light entity make the light too strong.
    Also, if the 'brightness' in game is too high and higher than 1.0 (which is the default brightness and the middle of the brightness slider), the engine will clip the brightness again.

    If you are mapping for another engine, you may want to change the default limit threshold which is 188. The command line parameter is '-limiter #'.
    For Trinity Render, use '-limiter 255'.
    For Spirit of Half-Life, no change is needed, since it renders the lightmap identically to Goldsrc.


    ----Improved the smoothness of lighting.
    Now the boundary between two adjacent faces is hardly noticable, and it can be completed eliminated if the texture of two faces can "connect" with each other.
    This may have a slight impact on the compile time.
    Click image for larger version. 

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    Click image for larger version. 

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    Also, a new parameter '-drawnudge' is added to hlrad. It will mark the borders of a smooth area, so that the mapper will know which of the edges are smoothed.
    Click image for larger version. 

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    To increase or decrease the number of smoothed edges, one way is to adjust the smoothing threshold angle through '-smooth' parameter.
    And there's another way I forgot to explain: you can specify the threshold angle of each individual texture in 'info_smoothvalue' entity. Textures like metal can have a low threshold and mud can have a high one. The usage of this entity is similar to 'info_texlights'.
    Last edited by vluzacn; 14-10-2013 at 12:39 PM.

  2. #2
    Registered User vluzacn's Avatar
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    Re: Vluzacn's ZHLT v31 Update

    ----Provided a solution to the cliphull problem of the top of the ramp in surf maps.
    In surf maps, we don't want the player to be able to stand on the top of the ramp. However, because the compiler consider the player as a cuboid box, the player will not fall down even if he stands on a spike.
    Now we can create custom player shape with the 'info_hullshape' entity and apply it to surf ramps. The shape in the picture will prevent the player from standing on the top of the ramp.
    Click image for larger version. 

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    An example is provided in the attachment of this post.
    Firstly, there have to be two 'info_hullshape' entities, one with the shape of a standing player and the other with the shape of a crouching player.
    Secondly, the ramp should be tied to a brush entity or func_detail or func_group, and then you set the 'zhlt_hull1' and 'zhlt_hull3' keys in that entity to specify the player's shape for the entity's standing hull and crouching hull.

    Note that the crouching player must not be bigger than the standing player, otherwise the player will get stuck when he presses the crouch key.
    The 'info_hullshape' entity will be removed at compile time to save the number of entities.
    If the shape is too complex, the brushes that use this shape will consume much more clipnodes than normal brushes.

    ----Add an entity 'info_angularfade' to give textures a metal like look.
    It changes the speed in which the brightness fades when the angle of the light becomes parallel to the texture surface.
    Higher speed of fade means the texture will look darker when it doesn't face the light source. This will make metal textures more like metal and be distinguished from plastic or paper textures.
    Click image for larger version. 

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    Because this effect is unnatural and exaggerated, I don't recommend to use it very often, and it is possible for this entity to be canceled in future versions of the compiler.
    Usage: create an 'info_angularfade' entity, manually put texture name as key and the speed of angular fade as value. The value for a normal texture is 1.0.

    ----Raised MAX_KEY (the maximum length of a key in an entity) from 32 to 128.
    Attached Files Attached Files
    Last edited by vluzacn; 14-10-2013 at 11:57 AM. Reason: There are too many attachments so I have to split the post into two

  3. #3
    Registered User Loulimi's Avatar
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    Re: Vluzacn's ZHLT v31 Update

    Thanks you a lot for your great compilers!
    Loulimi (also Barney, barney27, Loullimi)
    I want to save the Goldsource's knwoledge and community.
    Creator of the mod Shift-Two.

  4. #4
    Administrator AdamR's Avatar  
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    Re: Vluzacn's ZHLT v31 Update

    Nice update. You forgot to mention that you let us specify a path for -wadcfgfile when used with -wadconfig as in the classic ZHLT

    Also MAX_KEY is 256 in the vanilla engine.
    Adam "Adambean" Reece
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  5. #5
    The cake is a lie. Mr. Mazur's Avatar  
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    Re: Vluzacn's ZHLT v31 Update

    Thanks a lot.
    yo

  6. #6
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Vluzacn's ZHLT v31 Update

    Great new update I will try out.

    Do new compulers optimize same lower AllocBlock when they want build biggerst map -/+32768 ?

    Thanks!
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  7. #7
    Craazy! the-middleman's Avatar  
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    Re: Vluzacn's ZHLT v31 Update

    Amazing stuff you are doing there! Thx for these compilers
    ZN progress:

  8. #8
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    Re: Vluzacn's ZHLT v31 Update

    vluzacn
    Very good work товарищ! Do you plan to 64bit version?

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    Re: Vluzacn's ZHLT v31 Update

    Good work, vluzacn, did you solve a problem with the delux maps for xashXT during we using blur on the lightmaps?

  10. #10
    Registered User vluzacn's Avatar
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    Re: Vluzacn's ZHLT v31 Update

    Quote Originally Posted by AdamR View Post
    Nice update. You forgot to mention that you let us specify a path for -wadcfgfile when used with -wadconfig as in the classic ZHLT
    That change was too small to mention.

    Quote Originally Posted by AdamR View Post
    Also MAX_KEY is 256 in the vanilla engine.
    128 was chosen because game_player_equip and multi_manager limit the length to 128.

  11. #11
    Registered User vluzacn's Avatar
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    Re: Vluzacn's ZHLT v31 Update

    Quote Originally Posted by SourceSkyBoxer View Post
    Great new update I will try out.

    Do new compulers optimize same lower AllocBlock when they want build biggerst map -/+32768 ?

    Thanks!
    As for the AllocBlock, it is mainly determined by the total surface area of the map and the texture scale. The compiler only has very limited capability in optimizing AllocBlock.

  12. #12
    Registered User vluzacn's Avatar
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    Re: Vluzacn's ZHLT v31 Update

    Quote Originally Posted by Pegacy View Post
    vluzacn
    Very good work товарищ! Do you plan to 64bit version?
    The only advantage of 64bit version is larger RAM for hlrad. Unless someone gets "Memory allocation failure" error using the 32bit version, it's pointless to release and maintain the 64bit version.
    But I think with the raised AllocBlock limit in the new SvenCoop engine, the 64bit version of the compile might be needed.

    Quote Originally Posted by HAWK0044 View Post
    Good work, vluzacn, did you solve a problem with the delux maps for xashXT during we using blur on the lightmaps?
    Yes. Pegacy has reported this bug to me and it was then fixed.

  13. #13
    Administrator AdamR's Avatar  
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    Re: Vluzacn's ZHLT v31 Update

    Quote Originally Posted by vluzacn View Post
    128 was chosen because game_player_equip and multi_manager limit the length to 128.
    For some reason the key length name is limited to 63 chars (+NULL) in the game. That should really be upped to 256 (255 chars + NULL).
    Edit: I've also noticed some pretty bad string management in the multi_manager which could lead to a memory leak and/or crash, should fix that too...
    Last edited by AdamR; 21-10-2013 at 12:20 PM.
    Adam "Adambean" Reece
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    Re: Vluzacn's ZHLT v31 Update

    vluzacn
    >> is larger RAM for hlrad

    Yes, we need it.

    >> But I think with the raised AllocBlock limit in the new SvenCoop engine, the 64bit version of the compile might be needed.

    Xash Engine has long extended these limits.
    Last edited by Pegacy; 22-10-2013 at 07:23 AM.

  15. #15
    Administrator AdamR's Avatar  
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    Re: Vluzacn's ZHLT v31 Update

    I'm not convinced we need to start using 64-bit tools yet.

    While the Sven Co-op engine limit has a raised memory allocation (128MB heap default) I rarely see it using beyond 250MB even on big and busy maps like the Last Stand series. Until HLRAD needs more than 2GB of memory there is little reason to use 64-bit tools. Remember that most of HLRAD's job is on the processor(s), so memory swapping into virtual memory is not much of a performance problem should more than 2GB of memory be needed.

    In our internal fork of Vluzacn's 31st build I enabled the large address aware flag in the linker so all of the ZHLT binaries can use up to 3GB of memory on 32-bit systems with 4GB of memory (providing it has booted with the 3GB application memory switch), or up to 4GB of memory on a 64-bit system. It's worth doing this on your public build too Vluzacn to make the most of users' memory. (Linker -> System -> Enable Large Addresses, or /LARGEADDRESSAWARE)

    I've also noticed some severe lighting issues at random places when using the 64-bit binaries from ZHLT ever since 64-bit tools became available, right up to version 3.4 and Silencer's "SHLT" fork of version 3.4 which is another reason to avoid 64-bit compilers for now. The amount of 64-bit compatibility warnings shown when compiling ZHLT only adds to how unready it is.
    Adam "Adambean" Reece
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    Re: Vluzacn's ZHLT v31 Update

    >> Sven Co-op engine

    What it is?

  17. #17
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    Re: Vluzacn's ZHLT v31 Update

    Thank you for reply, @Vkluzacn
    Hello guys, Svencoop. I am sorry Please respect me! I am deaf. Thanks, Sven-Coop Forum!

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  18. #18
    Level Designer CryoKeen's Avatar
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    Re: Vluzacn's ZHLT v31 Update

    Thank you very much for the updated tools!

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    Re: Vluzacn's ZHLT v31 Update

    Hello guys. First of all thank you vluzacn for the tools, but i am having a little problem with them.

    I have a fresh installation of hammer, these tools and everything else, but whenever i compile (it works fine and i can play the map however) it gives me a Windows cannot find the file specified or something.

    I heard it can be fixed by using batch compiler with administrative rights? I haven't tried it but i don't want to use batch compiler anyway.

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    Re: Vluzacn's ZHLT v31 Update

    Click image for larger version. 

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    I'm getting these face errors using the new vl31, that object is a func_wall.

  21. #21
    Registered User vluzacn's Avatar
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    Re: Vluzacn's ZHLT v31 Update

    The side of the object is in an oblique angle, so have you used hammer floating point enabler or HLFIX?

  22. #22
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    Re: Vluzacn's ZHLT v31 Update

    I use HLFIX

  23. #23
    Registered User vluzacn's Avatar
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    Re: Vluzacn's ZHLT v31 Update

    Try to switch to hammer floating point enabler, because HLFIX doesn't provide enough precision after the decimal point.

    HLFIX
    Code:
    {
    ( -3274.47 2545.03 643.799 ) ( -3413.57 2304.11 569.26 ) ( -3385.85 2288.11 569.26 ) beats_wall1 [ 0.866024 -0.500002 0 7.07275 ] [ 0.482965 0.836516 0.258817 1.46918 ] 0 4 4
    ( -3295.75 2444.17 700.368 ) ( -3323.46 2460.17 700.368 ) ( -3274.47 2545.03 643.799 ) beats_wall1 [ 0.866024 -0.500002 0 7.07275 ] [ 0.129409 0.224141 -0.965926 -25.2093 ] 0 4 4
    ( -3385.28 2353.1 667.24 ) ( -3357.57 2337.1 667.24 ) ( -3385.85 2288.11 569.26 ) beats_wall1 [ 0.866024 -0.500002 0 7.07275 ] [ 0.129409 0.224141 -0.965926 -25.2093 ] 0 4 4
    ( -3323.46 2460.17 700.368 ) ( -3385.28 2353.1 667.24 ) ( -3413.57 2304.11 569.26 ) beats_wall1 [ -0.482965 -0.836516 -0.258817 -17.4692 ] [ 0.129409 0.224141 -0.965926 -25.2093 ] 0 4 4
    ( -3357.57 2337.1 667.24 ) ( -3295.75 2444.17 700.368 ) ( -3246.76 2529.03 643.799 ) beats_wall1 [ -0.482965 -0.836516 -0.258817 -17.4692 ] [ 0.129409 0.224141 -0.965926 -25.2093 ] 0 4 4
    ( -3295.75 2444.17 700.368 ) ( -3357.57 2337.1 667.24 ) ( -3385.28 2353.1 667.24 ) beats_wall1 [ 0.866024 -0.500002 0 7.07275 ] [ 0.482965 0.836516 0.258817 1.46918 ] 0 4 4
    }
    hammer floating point enabler
    Code:
    {
    ( -3246.76049805 2529.02539063 643.79943848 ) ( -3274.47314453 2545.02539063 643.79943848 ) ( -3413.56713867 2304.10888672 569.26025391 ) BEATS_WALL1 [ 0.866024 -0.500002 0 7.07275 ] [ 0.482965 0.836516 0.258817 1.46918 ] 0 4 4 
    ( -3246.76049805 2529.02539063 643.79943848 ) ( -3295.75024414 2444.17285156 700.36822510 ) ( -3323.46313477 2460.17285156 700.36822510 ) BEATS_WALL1 [ 0.866024 -0.500002 0 7.07275 ] [ 0.129409 0.224141 -0.965926 -25.2093 ] 0 4 4 
    ( -3413.56713867 2304.10888672 569.26025391 ) ( -3385.28271484 2353.09887695 667.23974609 ) ( -3357.56982422 2337.09863281 667.23974609 ) BEATS_WALL1 [ 0.866024 -0.500002 0 7.07275 ] [ 0.129409 0.224141 -0.965926 -25.2093 ] 0 4 4 
    ( -3274.47314453 2545.02539063 643.79943848 ) ( -3323.46313477 2460.17285156 700.36822510 ) ( -3385.28271484 2353.09887695 667.23974609 ) BEATS_WALL1 [ -0.482965 -0.836516 -0.258817 -17.4692 ] [ 0.129409 0.224141 -0.965926 -25.2093 ] 0 4 4 
    ( -3385.85449219 2288.10864258 569.26025391 ) ( -3357.56982422 2337.09863281 667.23974609 ) ( -3295.75024414 2444.17285156 700.36822510 ) BEATS_WALL1 [ -0.482965 -0.836516 -0.258817 -17.4692 ] [ 0.129409 0.224141 -0.965926 -25.2093 ] 0 4 4 
    ( -3323.46313477 2460.17285156 700.36822510 ) ( -3295.75024414 2444.17285156 700.36822510 ) ( -3357.56982422 2337.09863281 667.23974609 ) BEATS_WALL1 [ 0.866024 -0.500002 0 7.07275 ] [ 0.482965 0.836516 0.258817 1.46918 ] 0 4 4 
    }
    Last edited by vluzacn; 26-12-2013 at 01:07 AM.

  24. #24
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    Re: Vluzacn's ZHLT v31 Update

    I didn't know this forum my god, how it changed my perspective on mapping. I spent hours reading and decided to remove some doubts. I searched, searched and not found the answers, it seems that most of the old threads were deleted, then i ask someone to help me:

    I wanted to understand what are hulls, clipnodes, leafs, r_speeds and pollys. And most importantly, I wanted to understand what exactly do these textures in wad:

    - black_hidden
    - boundingBox
    - clipbevel
    - clipbevelbrush
    - cliphull1
    - cliphull2
    - cliphull3
    - contentempty
    - contentwater
    - noclip
    - solidhint

    Couldn't get the answers here or on google, I'm desperate for this knowledge If someone can show me tutorials (that I did not find) or explain to me would be great. Vluzacn, thank you so much for this compiler!

  25. #25
    warrior spy-warrior's Avatar  
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    Re: Vluzacn's ZHLT v31 Update

    Quote Originally Posted by Leonardo View Post
    I didn't know this forum my god, how it changed my perspective on mapping. I spent hours reading and decided to remove some doubts. I searched, searched and not found the answers, it seems that most of the old threads were deleted, then i ask someone to help me:

    I wanted to understand what are hulls, clipnodes, leafs, r_speeds and pollys. And most importantly, I wanted to understand what exactly do these textures in wad:
    ...
    see links:

    http://www.slackiller.com/tommy14/rspeeds.htm

    http://www.slackiller.com/tommy14/errors.htm

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