ZHLT Mapping Tool
by Zor · 2012-05-23 · 14 replies · 6617 views · 143 downloads
From the first post
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rnThanks!
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rnhttp://forums.svencoop.com/showthread.php?t=38059
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rnFile is @ v31
Files
| samplemap.zip | Archive | 105 KB | 116 dl | Download |
| Vluzacn's ZHLT v31.zip | Archive | 1,002 KB | 17 dl | Download |
Added later in the thread
| dod_eniwal_b1.txt | Config / Docs | 189 B | 3 dl | Download |
| dod_eniwal_b1.zip | Archive | 98 KB | 5 dl | Download |
| dod_eniwal_b2.bsp | Map | 3 MB | 2 dl | Download |
The thread
All 15 posts from 6 people on ZHLT Mapping Tool, kept as they were written.
Threads: 75
Joined: Jun 2006
Here is a modified version of ZHLT. I think its continously updated, but not sure. Going to grab latest for the moment. Please let me know if you see a newer version from the one I have here.rnrnThanks!rnrnhttp://forums.svencoop.com/showthread.php?t=38059rnrnFile is @ v31
Threads: 49
Joined: Jan 2006
Vluzacn's ZHLT v29 released on 2012/09/09.rnNow at version 30 released on 30.11.2012rnNow at version 33 released on 02.02.2014 (for better looking glass)rnrnhttp://forums.svencoop.com/showthread.php/41411-Vluzacn-s-ZHLT-v33-UpdaternrnThe new advanced interpolation algorithm produces better lighting from the per-patch lighting information.rnThe improvement is more clearly visible under the fast mode of hlrad where all lighting are only calculated on each patch.rnrn----Added a feature to create fake lightmap on transparent entitiesrnBecause the lightmap of transparent entities is ignored by the game engine, transparent entities like glass usually looks white without the tint from lightmap and doesn't blend in well with the environment.rnThe new feature solves this problem by altering the texture of a transparent entity. It creates a new texture for each face and embeds the lightmap into this texture.rnThis feature is currently experimental, because it has a big disadvantage: the texture memory will increase significantly. For example, the three glasses in the picture consumes about 135KB texture memory.rnTo enable this feature, just add key 'zhlt_embedlightmap' value '1' into the entity.
Threads: 75
Joined: Jun 2006
Thanks, updated.
Threads: 49
Joined: Jan 2006
http://am.half-lifecreations.com/forums/index.php?topic=2159.0rnrnMapmakers should think about a re-compile?
Threads: 33
Joined: Sep 2008
Thanks, I will try it out.
Threads: 49
Joined: Jan 2006
http://forums.svencoop.com/showthread.php/42174-Vluzacn-s-ZHLT-v34-UpdatennNow a new Update... LINUX!!!!nnadded zhlt_coplanarprioritynnThis functionality might be good for those destructible walls!!!!nnFor those of you who might like to map in Linux also try Jackhammer map editor, I found only the 32bit installer working tho.nnhttp://jackhammer.hlfx.ru/en/
Threads: 49
Joined: Jan 2006
A little late but ..... you can get JackHammer now on steam....... It works well with the other ZHLT tools.....rnrnMake Maps...NOW!!
Threads: 11
Joined: Jun 2008
have you been able to inter grate textures into a bsp when compiling with jackhammer?nnlooking at steam i see "jackhammer" is a game not a mapping programnnany how i cant see any reason to switch from hammer 3.4 and 3.5
Threads: 49
Joined: Jan 2006
Ok, I attache a map for you...nnLook at the lighting ....nnLook at its smoooth coolness....nnnHmmmm mmmmmnnAlso its Avalance clone flipped... left is right right is left... based on lawine.bsp (not mine ok...ok....)nnBrain bending...nnEdited and compiled in jack hammer....nnIm not finnished yet so its a b1 (deleted b1 added b2 in following post)nnadded very horrible overview files...beta beta
Threads: 0
Joined: May 2014
couldn't open developer.wad
Threads: 49
Joined: Jan 2006
I reworked it a bit too so Ill update the BSP.n Thanks... reellynnOk I Attache b2 but its not finished yet either. this uses a "-wadinclude developer" on the CSG compile line, so let me know if it works.nn I still need to rotate a few entities and some invalid thingoo's in the compile log etc. nnI might cleanup (delete) some of the added rubble and sandbags that are not in Avalanche...do you think?nnJust rename the other prior attachments as b2 so you get a mini-map overview.
Threads: 0
Joined: Dec 2017
hey sparky99,rnrnNoddy and I made lawine years back. I see you fixed the walls around Axis 2 flag, what was causing the face splitting?
Threads: 49
Joined: Jan 2006
Actually i have no idea. I used JackHammer to load the RMF it suggests errors to fix, I merged a lot of things with the same textures.. I guess some invalid things were detected in jackhammer that hammer allowed. There were some things with opposite facing textures which weren't allowed. Then i selected all items and flipped it.. Some more errors appeared and I worked on them... Jackhammer also does math better for points so maybe this was an issue.nnI wish jackhammer allowed cut and paste between files...or prefabs, think of all the great maps you could redo with recycled assets...nnThanks for publishing the RMF file..BTW its a wonder-full gesture.. And I'm learning heaps.nnSadly I lost my conversion somewhere on this laptop..so I'm starting again...grrr but work has interrupted me for another 3mths.nnTry Jackhammer!!
Threads: 49
Joined: Jan 2006
https://cs-mapping.com.ua/forum/showthread.php?t=38713nnThe attachment allows (I havent tried yet) models placed in the BSP to cast shadows...nnI'm hoping that this allows trees, tanks, flags etc to cast a shadow in the BSP file..nnThis would be very nice in a remade forest etc...nn**Edit.nnIts been updated, this time the source code is provided if you want to compile it yourself.nSadly I can't seem to upload it ATM.
Threads: 0
Joined: Dec 2017
https://www.youtube.com/watch?v=hp6VeGcOKNInnYou can copy / paste between two open files in hammer / JACK, thats how I remade avalanche.nnI wonder if those compilers would work on compiled BSP`s, I managed to recompile the lights on a BSP by drag and drop on rad.exennhttps://www.17buddies.rocks/17b2/View/Map/89520/dod_flash_dusk.html

