Thread: Modified version of VHLT 34

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  1. #26
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Modified version of VHLT 34

    I am very proud of nice modified vhlt!!

    I show any screenshots.
    original vhlt:


    modified vhlt by Uncle Mike:


    Wow clean like Russians are real magicians wow please don't make us as frogs!

    OOOPPSSS Big screenshots. I'm sorry...
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  2. #27
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    Question Re: Modified version of VHLT 34

    Hello, sorry for noob question, I haven't maped for like ten years, but how do I properly use these compilers (for a regular HL)? Using the .bat file what should I type inside of it to get either maximum output quality or fast compile? It was called if I recall correctly Full and Fast modes.
    Is this enough? What should I add/remove in order to get FULL or FAST compile mode?
    Code:
     
    @echo off 
    hlcsg_x64.exe mapname.map
    hlbsp_x64.exe mapname.map
    hlvis_x64.exe mapname.map
    hlrad_x64.exe mapname.map
    Thank you!

  3. #28
    Still learning wolf-3d's Avatar  
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    Re: Modified version of VHLT 34

    Fast mode : Add -fast to both the viz and rad compile stages.
    Distribution : Add -full to viz stage and -extra to rad stage.

    The tools are still ZHTL based so you can use/add these parameters:
    ZHLT Command Ref.
    Handy settings for -full (Distribution Compiles)

    PS: Welcome back to HL/SC mapping.
    Regards
    Wolf-3D

  4. #29
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    Re: Modified version of VHLT 34

    Thank you, wolf-3d.

  5. #30
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Modified version of VHLT 34

    Quote Originally Posted by r3c View Post
    Here:
    https://github.com/FWGS/UMHLT

    Any success with the migration?
    But it is compatible for Xash3D only

    Please find correct version for Half-Life!
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  6. #31
    Registered User Aurora's Avatar
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    Re: Modified version of VHLT 34

    I still can not get zhlt_studioshadow to work. I set Hammer up with decompiled env_static and compiled with new tools. Still no shadow.

    https://i.imgur.com/u0N0cYu.png
    https://steamuserimages-a.akamaihd.n...E848D5E5E76FB/

    Can you help me? What am I doing wrong?
    Quote Originally Posted by RetroFish View Post
    Hey guys remember when maps/games were made because the creator wanted to make them, and not because of what people wanted to play?

    That was great.

  7. #32
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Modified version of VHLT 34

    easy explanation:

    If you add cycle or cycle_sprit than you go to smart edit mode:

    Add Key:
    zhlt_studioshadow 1
    zhlt_shadowmode 2

    Than you can see if result is like this.
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  8. #33
    Registered User Aurora's Avatar
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    Re: Modified version of VHLT 34

    No, because;



    The keyvalues already are there. It's the same test map as posted by Raid, and the same entity with the exact same keyvalues. It does not work.
    Quote Originally Posted by RetroFish View Post
    Hey guys remember when maps/games were made because the creator wanted to make them, and not because of what people wanted to play?

    That was great.

  9. #34
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Modified version of VHLT 34

    It is correct You can find my resolve from cs-mapping
    Check my picture from env_static with BSPEdit:
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  10. #35
    Registered User Aurora's Avatar
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    Re: Modified version of VHLT 34

    But that's what I'm saying. I have those values in, and it doesn't work.
    Quote Originally Posted by RetroFish View Post
    Hey guys remember when maps/games were made because the creator wanted to make them, and not because of what people wanted to play?

    That was great.

  11. #36
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    Re: Modified version of VHLT 34

    Quote Originally Posted by Aurora View Post
    But that's what I'm saying. I have those values in, and it doesn't work.
    It's really impossible? Did you check if vhlt don't have any parameters and umhlt ( modified vhlt ) have existed parameters? Please check Build option of J.A.C.K. or VHE? Did you use wrong zhlt compilers? I am surprised like it is buggy? Please ask CS-Mapping website!
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  12. #37
    Registered User Aurora's Avatar
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    Re: Modified version of VHLT 34

    I don't know what you mean by existing parameters. Do I need to put in some kind of parameters?

    Can you get the shadows to work yourself?
    Quote Originally Posted by RetroFish View Post
    Hey guys remember when maps/games were made because the creator wanted to make them, and not because of what people wanted to play?

    That was great.

  13. #38
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    Re: Modified version of VHLT 34

    "Main thing is entity must contains path to model in model field."

    This path is relative though. How does the compiler find the root folder? There has to be something similar to -waddir? Maybe try asking The303 since he got it working.

  14. #39
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Modified version of VHLT 34

    @Aurora
    Yeah my test is works fine.
    Why do you not read current BSPEdit if you try to open BSPEDIT 1.7 and choose downloaded bsp like env_static in Half-Life/valve/maps/ than you choose BSPEDIT 1.7 root like maps directoiry than find env_static.bsp and read right side and you find zhlt_studioshadow and zhlt_shadowmode - It is easy. I think you have to forget updating display drive?

    And like @Silencer means...
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  15. #40
    Registered User Aurora's Avatar
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    Re: Modified version of VHLT 34

    I'm sorry but I think you're not understanding what I'm saying, like, at all.

    Edit:

    Problem solved. I moved the RMF to the maps/ folder and compiled it directly from there. That's how HLRAD gets the models defined in the path.

    I also discovered that UMHLT does not support coordinates beyond +/-4096 x/y/z, unlike VHLT34 does. This is a major disadvantage since I'm making use of the larger maximum dimensions of VHLT, Sven Co-op, and Xash. However, I was able to circumvent this by only using HLRAD from UMHLT and keeping the rest as VHLT34.
    Last edited by Aurora; 22-10-2017 at 09:24 AM.
    Quote Originally Posted by RetroFish View Post
    Hey guys remember when maps/games were made because the creator wanted to make them, and not because of what people wanted to play?

    That was great.

  16. #41
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    Re: Modified version of VHLT 34

    Thanks for the post,
    I tried 30 version to build CS1.6 map, the model shadow works good,

    but there is a problem of compiling,
    I put nearly 100 cycler_sprite models in the map (trees), they are identical,
    after compile, all the shadow are showed, but some of the models are missing, leaving only shadow.

    I think should be something off the limit, I tried some parameters, not work.
    Could anyone give a hint? thanks in advance.

  17. #42
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    Re: Modified version of VHLT 34

    Quote Originally Posted by Aurora View Post
    I also discovered that UMHLT does not support coordinates beyond +/-4096 x/y/z, unlike VHLT34 does. This is a major disadvantage since I'm making use of the larger maximum dimensions of VHLT, Sven Co-op, and Xash. However, I was able to circumvent this by only using HLRAD from UMHLT and keeping the rest as VHLT34.
    There were two versions in the same UMHLT release, with and without large map support.

  18. #43
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Modified version of VHLT 34

    LINK IS DEAD We can't get files
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  19. #44
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    Re: Modified version of VHLT 34

    Quote Originally Posted by SourceSkyBoxer View Post
    LINK IS DEAD We can't get files
    https://cs-mapping.com.ua/forum/showthread.php?t=38758
    What you need is P2 Savior Map Compile Tools.

  20. #45
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Modified version of VHLT 34

    Thanks
    Wait It is for Half-Life bsp format 30?
    And I need tutorial for fast creation from vertex manipulation. I can't find Google's Search
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  21. #46
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    Re: Modified version of VHLT 34

    Yes, BSP30. BSP31 was for a short while and is deprecated now.
    By the way, I could be not entirely correct and VHLT34 (UMHLT) from that link can fit your needs even more as it was built with stock Half-Life in mind, not Xash3D.
    Last edited by crystallize; 21-07-2018 at 12:40 PM.

  22. #47
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    Re: Modified version of VHLT 34

    Quote Originally Posted by SourceSkyBoxer View Post
    And I need tutorial for fast creation from vertex manipulation. I can't find Google's Search
    What do you mean?

  23. #48
    Advanced Leveldesigner SourceSkyBoxer's Avatar
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    Re: Modified version of VHLT 34

    Sorry I mean I want know like this Who made it? I want know how dol I make like this. I thought it works for curving pipelines
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  24. #49
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    Re: Modified version of VHLT 34

    Quote Originally Posted by SourceSkyBoxer View Post
    Sorry I mean I want know like this Who made it? I want know how dol I make like this. I thought it works for curving pipelines
    Oh, these are Skaarj's legendary twisted columns.
    https://cs-mapping.com.ua/forum/show...postcount=6494

  25. #50
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    Re: Modified version of VHLT 34

    Thanks for explanation! My god because Google is bad to find nothing. Thanks

    Is it possible with cylinder too?

    But how do I know if I create 1. finishing brush over helping arch 4 sides like this:


    than I create cylinder ( 8 corners )


    than Ctr + Alt + T = next edge will be bevel. But how do I snap to edge? I found old chm file from Jack Hammer I really don't know like right click than blue circle looks like I need rotate / move with edge right?

    If you don't understand how do I create? I should send you video?

    // EDIT:

    My old method is very better than trianglor of Russians. Because I create like simple cylinder than it throws Check problem dialog than it said brush is sometimes invalid. Like fake.

    I tried to fix I found and I remember my past since initial hollowed pipelines or spheres It made by me. That is why my method is very very better than Skaarj's method.


    Look my screenshot:
    Last edited by SourceSkyBoxer; 21-07-2018 at 05:16 PM.
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