Thread: Modified version of VHLT 34

Page 1 of 3 123 LastLast
Results 1 to 25 of 53

Hybrid View

  1. #1
    Registered User Raid's Avatar
    Join Date
    Feb 2017
    Location
    Russia
    Posts
    5

    Modified version of VHLT 34 with studiomodel shadows supporting

    A new version of VHLT 34 modified by Unkle Mike contains:

    Scalable lightmaps per brush, or regulating subdivide step per prush. You can set global lightmap parametr in the worldspawn properties, or do it individually, by making target brush (or some of them) as func_group, if this is world brush, or adding special field if group of brushes already an entity (but this feature only works under Xash3D latest version).

    Major feature of modified version for GoldSrc engine is studiomodel shadows. This works with some restrictions:

    Model takes light from floor, so if on floor will be shadow (darker lightmap) that can shadow all model. If model too dark - use "effect 16" trick for lighting model from ceiling.

    Now Xash3D working properties.

    For brushes:

    zhlt_texturestep - defines count of texel per luxel. 2-64 max. 2 gives to you maximum resolution, 64 will looks like vertex lighting.

    zhlt_maxextent - subdivide step. 8-128 max.

    Working in couple with zhlt_texturestep, so subdividing calculates as simple formula:
    (zhlt_texturestep * zhlt_maxextent) - zhlt_texturestep

    Example for Half-Life:
    (16 * 16) - 16 = 240;

    Example for BSP31
    ((8 * 64) - 8 = 504;

    Final value shows subdivide step. Simple to suppose, than less subdivides than less polygons and more speed of level drawing. In Half-Life does not works, works in Xash, will work in XashXT and Paranoia after updating.

    Properties for models:

    In Xash shadow from models turned on automatically. For all other mods haves parameter zhlt_studioshadow (0\1). Main thing is entity must contains path to model in model field. You can also make monster drop shadow, but remember: monster gone - shadow will stay. zhlt_shadowmode (0\1\2). Quality balance\speed of computing. 1 as default value. For models with transparent textures use 1, because shadows from solid textures exist only in that mode. Mode 0 is lowest, 2 highest. Quality also depends from lightmap resolution, but for GoldSrc users it's not available.

    Another solutions:

    1.Accelerating of HLCSG work (planes hashig)

    2.Landscapes supporting (for future version of Paranoia2 and Xash only). Unusable now, but already works.

    3.Source-look progress bar.

    4.Supporting of world transparent water (turned off now, because make RAD crashes with off HLRAD_WATERBLOCKLIGHT)

    Sources of the current version of compilers will be availible to download after wide testing (probably you a little help with?)


    Upd:

    As i say, here is x64 version of compilers with sources (included in archive). The main difference compare with 32-bit is: you can forget about the out of memory error (the 2 GB limit is overcome). In vhlt_goldsrc folder you can find a full compatible versions which will works with Half-Life or Xash. In vhlt_xash compilers only for Xash (exe's contains a number "31" in names), and compilers which will works in theory on HL and Xash (number "31" in name). Anyway Xash can use additional possibilities like deluxe map, more realistic lighting for models, ambient cubemaps etc. No guarantees that maps which will compiled with a 30-th version always will works on GoldSrc. For example: changing lightmap resolutions will kill compatible. In other words, this tricks for expirienced users who understands what they doing, carefully tests they work, and wants that map use possibilities of both engines at maximum. x32-x64 - is versions for same type of system. Also compiling time on 20% shorter now for x64. Enjoy!

    Download links:

    UnkleMike's ZHLT v34.zip
    env_static.zip example
    Last edited by Raid; 02-04-2017 at 01:20 PM.

  2. #2
    REE3 The303's Avatar  
    Contributor
    Join Date
    Jul 2015
    Posts
    398

    Re: Modified version of VHLT 34

    Wow! this is incredibly useful!
    Quick test with some custom models that have masked transparency (hank)


    EDIT: Also Raid, if you or others you know need a bunch of custom models for more thorough testing you can get these I made:
    http://forums.svencoop.com/showthrea...ssorted-Models

  3. #3
    That's Bullsquid! human's Avatar
    Join Date
    Nov 2016
    Posts
    12

    Re: Modified version of VHLT 34

    Could you provide sources so we can build it on other platforms and architectures?
    Sleep. Dream. Wake up.

  4. #4
    Registered User
    Join Date
    Nov 2004
    Location
    Europe
    Posts
    2,827

    Re: Modified version of VHLT 34

    Yes. Sources, please.

  5. #5
    REE3 The303's Avatar  
    Contributor
    Join Date
    Jul 2015
    Posts
    398

    Re: Modified version of VHLT 34

    One thing I did notice is that on mode 2 that while the shadows were fuller the models themselves were darker. But that could be because the lighting origin of the model is right on the floor so I assume thats because the darker shadow was touching the floor and causing this correct?

  6. #6
    func_vehicle enthusiaist w00tguy123's Avatar
    Join Date
    Dec 2006
    Location
    U.S. West
    Posts
    1,599

    Re: Modified version of VHLT 34

    Very cool. I see more mappers using models as props nowadays (meaning the past few years). They could make good use of this model shadow feature.
    Love,
    w00tguy

  7. #7
    Registered User Raid's Avatar
    Join Date
    Feb 2017
    Location
    Russia
    Posts
    5

    Re: Modified version of VHLT 34

    2 The303:
    Thanks!

    About modes: mode 2 is not fully correct, but because lightmaps with it haves low resolution, that can looks better in some cases. Highest resolution will be in mode 1, 0 - only for fast compilation. This thing builds only approximately shadows.

    2 Dynamite:
    Sources will be released after few weeks after your tests. Unfortunatelly our community not so big, so we have not possibility to massive tests. Therefore we need people for testing. I.e than more you test, than fast we release sources. We just need confidence that compilers works fine, we don't want to release sources of not ready programs.
    Last edited by Raid; 05-02-2017 at 04:48 AM.

  8. #8
    Registered User
    Join Date
    Nov 2004
    Location
    Europe
    Posts
    2,827

    Re: Modified version of VHLT 34

    Quote Originally Posted by Raid View Post
    2 Dynamite:
    Sources will be released after few weeks after your tests. Unfortunatelly our community not so big, so we have not possibility to massive tests. Therefore we need people for testing. I.e than more you test, than fast we release sources. We just need confidence that compilers works fine, we don't want to release sources of not ready programs.
    The license for VHLT requires you to provide the source code upon request for publicly released applications.

  9. #9
    Administrator Hezus's Avatar  
    Manager
    Join Date
    Aug 2001
    Location
    The Netherlands
    Posts
    9,054

    Re: Modified version of VHLT 34

    Nice work Good to see people are still adding to VHLT in 2017!

  10. #10
    Advanced Leveldesigner SourceSkyBoxer's Avatar
    Join Date
    Apr 2011
    Location
    Germany
    Posts
    803

    Re: Modified version of VHLT 34

    Quote Originally Posted by Hezus View Post
    Nice work Good to see people are still adding to VHLT in 2017!
    Sorry It is not 2017 - Please unpack and check date of vhlt zip.

    "December 22 2016"

    Wow new features - I never see that. I will try it.
    Hello guys, Svencoop. I am sorry Please respect me! I am deaf. Thanks, Sven-Coop Forum!

    Please do not share to shit dropbox! Please share only Mega.nz!
    Muhahaha, Facebook crashed!

  11. #11
    Registered User Raid's Avatar
    Join Date
    Feb 2017
    Location
    Russia
    Posts
    5

    Re: Modified version of VHLT 34

    2 Dynamite:
    Yes, we just on pre-release stage now.

  12. #12
    That's Bullsquid! human's Avatar
    Join Date
    Nov 2016
    Posts
    12

    Re: Modified version of VHLT 34

    I don't see why releasing the source would make it more unsafe for public use, than the provided binaries. If you hosted it on GitHub, not only could you keep history of changes, but also receive contribution from the community both with bug reports and with pull requests.

    The reason why VHLT requires you to provide sources is a) because of the license and b) binaries can't be trusted and people would probably like to build it themselves.
    Sleep. Dream. Wake up.

  13. #13
    Ultimate Monster Mapper amckern's Avatar  
    Programmer
    Join Date
    Feb 2002
    Location
    Sydney, Australia
    Posts
    1,288

    Re: Modified version of VHLT 34

    It has been a requirement for a very long time (My builds of ZHLT 3 show a requirement in 3.0 Beta 4 Rev 3) that got published in Nov 2004 (same build that had a models casting static shadows request in the todo.txt)

    As such it has been a requirement for the source to be provided for each build for the last 13+ years as this allows people to see the enhancements that where provided in the update, and see if they could effect the overall integrity of the prior builds.
    SC Kicks ass!

    My Maps - SC_28, SC_AVP, SC_Duno, SC_Max, Opposing Forts, SC_Massive, SC_Oni
    My Web Sites - AMMAHLS

  14. #14
    Registered User Raid's Avatar
    Join Date
    Feb 2017
    Location
    Russia
    Posts
    5

    Re: Modified version of VHLT 34

    As i say, here is x64 version of compilers with sources (included in archive). The main difference compare with 32-bit is: you can forget about the out of memory error (the 2 GB limit is overcome). In vhlt_goldsrc folder you can find a full compatible versions which will works with Half-Life or Xash. In vhlt_xash compilers only for Xash (exe's contains a number "31" in names), and compilers which will works in theory on HL and Xash (number "31" in name). Anyway Xash can use additional possibilities like deluxe map, more realistic lighting for models, ambient cubemaps etc. No guarantees that maps which will compiled with a 30-th version always will works on GoldSrc. For example: changing lightmap resolutions will kill compatible. In other words, this tricks for expirienced users who understands what they doing, carefully tests they work, and wants that map use possibilities of both engines at maximum. x32-x64 - is versions for same type of system. Also compiling time on 20% shorter now for x64. Enjoy!

    P.S.: You can ask developers directly in thread. Probably that's will be faster to get answers than trying to read my runglish.
    Last edited by Raid; 19-03-2017 at 03:40 AM.

  15. #15
    Registered User
    Join Date
    Nov 2004
    Location
    Europe
    Posts
    2,827

    Re: Modified version of VHLT 34

    No ripent?

  16. #16
    Registered User Raid's Avatar
    Join Date
    Feb 2017
    Location
    Russia
    Posts
    5

    Re: Modified version of VHLT 34

    No.

  17. #17
    Registered User Aurora's Avatar
    Join Date
    Jan 2003
    Posts
    3,470

    Re: Modified version of VHLT 34

    I could not get the model shadows working, no matter what I tried. I even copied the cycler entity from the example BSP and compiling it with the 64 bit GoldSrc tools. They will not cast shadows.
    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.

  18. #18
    Level Designer [CHN]iAmZC's Avatar
    Join Date
    Apr 2014
    Location
    Earth
    Posts
    46

    Re: Modified version of VHLT 34 with studiomodel shadows supporting

    Quote Originally Posted by Raid View Post
    and compilers which will works in theory on HL and Xash (number "31" in name).
    There's a typo, in original thread the number "31" is "30".
    I'm a crate

    Sven Co-op Map - Black Water | Status: 2%

  19. #19
    Registered User
    Join Date
    Jun 2017
    Posts
    3

    Re: Modified version of VHLT 34 with studiomodel shadows supporting

    Quote Originally Posted by Raid View Post
    zhlt_texturestep - defines count of texel per luxel. 2-64 max. 2 gives to you maximum resolution, 64 will looks like vertex lighting.
    zhlt_maxextent - subdivide step. 8-128 max.
    I tried them, and shadows look great.

    One problem:
    It works on tiny maps, but on medium or big maps Xash3D throws Host_error: Alloc_block: full.

    I checked the output BSP file, it was 78 Mb !

    increasing -heapsize didn't work.
    Any suggestions?

  20. #20
    Ultimate Monster Mapper amckern's Avatar  
    Programmer
    Join Date
    Feb 2002
    Location
    Sydney, Australia
    Posts
    1,288

    Re: Modified version of VHLT 34

    I have started to migrate vhlt 34 to CUDA.any chance we can get the source for this build so I'm not behind the times?

    For some reason vhlt 34 has very slow RAD compared to ZHLT 3.4F (SSE2).

    control map took 220.21 seconds in v34 compared to 180.74 seconds in 3.4f
    SC Kicks ass!

    My Maps - SC_28, SC_AVP, SC_Duno, SC_Max, Opposing Forts, SC_Massive, SC_Oni
    My Web Sites - AMMAHLS

  21. #21
    Registered User
    Join Date
    Jun 2017
    Posts
    3

    Re: Modified version of VHLT 34

    Quote Originally Posted by amckern View Post
    I have started to migrate vhlt 34 to CUDA.any chance we can get the source for this build so I'm not behind the times?

    For some reason vhlt 34 has very slow RAD compared to ZHLT 3.4F (SSE2).

    control map took 220.21 seconds in v34 compared to 180.74 seconds in 3.4f
    Here:
    https://github.com/FWGS/UMHLT

    Any success with the migration?

  22. #22
    Advanced Leveldesigner SourceSkyBoxer's Avatar
    Join Date
    Apr 2011
    Location
    Germany
    Posts
    803

    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!
    Hello guys, Svencoop. I am sorry Please respect me! I am deaf. Thanks, Sven-Coop Forum!

    Please do not share to shit dropbox! Please share only Mega.nz!
    Muhahaha, Facebook crashed!

  23. #23
    Registered User Aurora's Avatar
    Join Date
    Jan 2003
    Posts
    3,470

    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.

  24. #24
    Registered User
    Join Date
    Mar 2012
    Posts
    538

    Re: Modified version of VHLT 34

    Quote Originally Posted by amckern View Post
    I have started to migrate vhlt 34 to CUDA.any chance we can get the source for this build so I'm not behind the times?
    Why CUDA and not OpenCL?

    OpenCL works across all GPU architectures and even FPGAs. CUDA is Nvidia only and they've been price gouging for years.

  25. #25
    Ultimate Monster Mapper amckern's Avatar  
    Programmer
    Join Date
    Feb 2002
    Location
    Sydney, Australia
    Posts
    1,288

    Re: Modified version of VHLT 34

    Trouble with building vis and csg crashes in hull 0. Vhlt also crashed on hull 0.

    I'll need to trouble shoot.
    SC Kicks ass!

    My Maps - SC_28, SC_AVP, SC_Duno, SC_Max, Opposing Forts, SC_Massive, SC_Oni
    My Web Sites - AMMAHLS

Page 1 of 3 123 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
  •