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Go Back   .:: Bots United ::. > Forge of Digital Worlds > Mapping > HL Engine Mapping
HL Engine Mapping Maps for the Half-Life engine Half-Life

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Omg Look At These
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SoUlFaThEr
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Default Omg Look At These - 22-04-2004

yo

for you 1337 guru-like mappers out there.
some Natural Selection dude is whippin up some great stuff

update your zoners tool with these updated "ZHLT 1.7p13" version:
http://xp-cagey.com/downloads/zhlt_1.7p13.zip

read more about it and what it does here :
http://www.natural-selection.org/for...ST&f=4&t=21248

dont know if you already have it but it is a MUST
-wadautodetect (check what wads are in the map and adds them only)

custom light shadowing(set shadow colors too(like red stained glass casting a red shadow))

a texlight entity where it will replace the lights.rad function for the map you are making.......smart edit off and add the texture names and RGB's right in the entity......no more lights.rad.......(if you use it i would take out the lights.rad from the zhlt folder)

player_equip now has options for adding any weapon...so you no longer have to use smart edit for these! you can even give a guy the bomb!(wish they would finally add all the pistols!)

a lot of new adjustments to how it renders clipnodes!!! awesome stuff.....no more hanging on that corner......

it will render some entities with no cliphulls...so they are passable now! not bad for buttons and the like.

the best feature:
use textlights as if they were entities........giving them flickers and what not.....and you can switch them off and on too

to that.........i added these features(tex light additions) to a few specific entities in my own cs-expert.fgd !!!! me is coding??? no im all copy and paste

i put it on illusionaries, walls and breakables so now you can REALLY shoot out lights without any wierd entity set ups........and i added the code for the texture light entity(the one replacing the lights.rad function)!!!!!!

only with my fgd tho.........unless someone else did this before me......

if you want it write me your email



Last edited by SoUlFaThEr; 22-04-2004 at 01:33..
  
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Re: Omg Look At These
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the Carpenter
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Default Re: Omg Look At These - 22-04-2004

Cagey's is still a little sketchy, just for the record.
It can ruin your bsps clip nodes & have you end up walking through walls & hills & the likes.
If you ARE planning on using Cagey's, be SURE to back up your map or rmf files to disc, on a daily basis.
The only way to get rid of those errors is to start over from an old build, or rebuild the entire effected area, or areas.
Heed my words, gentlemen.
Cheers !


I came.
I sawed.
I conquered.

  
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Re: Omg Look At These
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SoUlFaThEr
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Default Re: Omg Look At These - 22-04-2004

oh shit and here i am all proud of my fgd adjustments......never dared to do that and they are all in working order

well why is everyone using them then?

you can turn off his special clipping functions too....he added parameters for that to use them like Merl did it

Question since i always had 2.5.3

the NULL tex does not break up brusjes or add to speeds or fps like the sky tex would if placed on the same face?
true or false?



Last edited by SoUlFaThEr; 22-04-2004 at 01:38..
  
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Re: Omg Look At These
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the Carpenter
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Default Re: Omg Look At These - 22-04-2004

I assume they're taking their chances with it, for the new features.
Just make sure you do backups before you open up your map files again (after a successful compile to watch for errors).
If it can happen to ginsengavenger ... it can happen to you.


p.s. TRUE


I came.
I sawed.
I conquered.

  
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Re: Omg Look At These
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SoUlFaThEr
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Default Re: Omg Look At These - 22-04-2004

dammit i already opened one map with it........but its not about opening the map with it...rather...compiling with it


  
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Re: Omg Look At These
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the Carpenter
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Default Re: Omg Look At These - 22-04-2004

You'll be fine ... more than likely.
Just be careful, that's all.


I came.
I sawed.
I conquered.

  
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