seedee / SDHLT

Map compile tools for the Half-Life engine
https://gamebanana.com/tools/6778
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Half-Life engine map compile tools, based on Vluzacn's ZHLT v34 with code contributions from various contributors. Based on Valve's version, modified with permission.

New features include shadows from studiomodels, new entities, additional tool textures, ability to extend world size limits, portal file optimisation for J.A.C.K. map editor and minor algorithm optimization.

How to install

  1. Open the configuration dialog of your map editor or batch compiler.
  2. Set CSG, BSP, VIS, RAD tool paths to sdHLCSG.exe, sdHLBSP.exe, sdHLVIS.exe, sdHLRAD.exe, use the _x64.exe editions if running on 64-bit.
  3. Add sdhlt.wad into your wad list. This is required to compile maps.
  4. Add sdhlt.fgd into your fgd list.

The main benefit of the 64-bit version is no memory allocation failures, because the 64-bit tools have access to more than 2GB of system memory.

Features

Studiomodel shadows

Entities with a model keyvalue, such as env_sprite or cycler_sprite, support the use of zhlt_studioshadow 1 to flag the studiomodel as opaque to lighting. Additionally, zhlt_shadowmode n is used to control the shadow tracing mode.
The default 1 will trace for each triangle and supports transparent textures.
Setting 2 doesn't support transparency, but it traces the planes bbox for each triangle, the slowest but usually higher quality for some models.
Setting 0 disables tracing and uses the mesh bbox instead.

To implement these into your own fgd file for SmartEdit, use the template at the top of sdhlt.fgd. If the new shadow covers the origin and makes it too dark, set a custom light_origin on the entity or move the mesh origin point externally.

Entities

Textures

Compile parameters

Planned