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ZHLT Mapping Tool

by Zor · 2012-05-23 · 14 replies · 6617 views · 143 downloads

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From the first post

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.
rn
rnThanks!
rn
rnhttp://forums.svencoop.com/showthread.php?t=38059
rn
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.

Zor
started this thread
Posts: 688
Threads: 75
Joined: Jun 2006
05-23-2012, 09:28 AM #1

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

S sparky99
posted here
Posts: 263
Threads: 49
Joined: Jan 2006
10-21-2012, 12:17 AM #2

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.

Zor
started this thread
Posts: 688
Threads: 75
Joined: Jun 2006
10-21-2012, 01:19 PM #3

Thanks, updated.

S sparky99
posted here
Posts: 263
Threads: 49
Joined: Jan 2006
02-04-2013, 07:19 PM #4

http://am.half-lifecreations.com/forums/index.php?topic=2159.0rnrnMapmakers should think about a re-compile?

Sohood
posted here
Posts: 92
Threads: 33
Joined: Sep 2008
02-15-2013, 04:21 AM #5

Thanks, I will try it out.

S sparky99
posted here
Posts: 263
Threads: 49
Joined: Jan 2006
08-30-2015, 11:24 PM #6

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/

S sparky99
posted here
Posts: 263
Threads: 49
Joined: Jan 2006
11-04-2017, 11:29 PM #7

A little late but ..... you can get JackHammer now on steam....... It works well with the other ZHLT tools.....rnrnMake Maps...NOW!!

=*MDMILBURN*=
posted here
Posts: 66
Threads: 11
Joined: Jun 2008
11-05-2017, 08:04 PM #8

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

S sparky99
posted here
Posts: 263
Threads: 49
Joined: Jan 2006
11-07-2017, 09:41 PM #9

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

A anna
posted here
Posts: 8
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Joined: May 2014
11-26-2017, 07:59 PM #10

couldn't open developer.wad

S sparky99
posted here
Posts: 263
Threads: 49
Joined: Jan 2006
11-27-2017, 01:06 AM #11

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.

- -LiveWire-
posted here
Posts: 2
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Joined: Dec 2017
12-09-2017, 12:18 PM #12

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?

S sparky99
posted here
Posts: 263
Threads: 49
Joined: Jan 2006
04-03-2018, 01:40 AM #13

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!!

S sparky99
posted here
Posts: 263
Threads: 49
Joined: Jan 2006
04-14-2018, 09:23 PM #14

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.

- -LiveWire-
posted here
Posts: 2
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Joined: Dec 2017
04-26-2018, 02:38 PM #15

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

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