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Tatu Eugen
Posted on: Sep 28 2019, 09:13 PM


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I understand but people don't care too much, as result this website have only 5 members smile.gif))) So, waste of time...
  Forum: Requests · Post Preview: #58 · Replies: 11 · Views: 1,767

Tatu Eugen
Posted on: Sep 24 2019, 07:32 PM


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I'm thinking to remake those two maps in one, 50% css_dust2_go and 50% css_mirage_go rolleyes.gif
  Forum: WIP · Post Preview: #56 · Replies: 0 · Views: 96

Tatu Eugen
Posted on: Sep 21 2019, 04:20 PM


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I don't waste large amount of my time just for few players, i don't have nothing to win if my work is not popular at least. Try to make a map if you think is so easy..
  Forum: Requests · Post Preview: #55 · Replies: 11 · Views: 1,767

Tatu Eugen
Posted on: Sep 4 2019, 09:25 PM


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As i see more servers is not use my maps anymore.. so i don't think i need another remake... https://www.gametracker.com/search/?search_...6&order=ASC was 3 pages, now is 1 and half... not so good.
  Forum: Requests · Post Preview: #53 · Replies: 11 · Views: 1,767

Tatu Eugen
Posted on: Jul 5 2019, 09:33 PM


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I will explain and show you how to do maps for different gameplay scenario.

Hostage Rescue: cs_
These maps is about counter-terrorist team, who must save hostages on the map, making these type of maps is very easy in fact.

Best map example layout is cs_assault, where TS have hostages in their base very close to the spawn zone.

1. Add hostages in your map, go Entity Tool -> hostage_entity, place how many you want where you want hostages to be.
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2. Add rescue zone, with texture aaatrigger create a block and next press on it with Selection Tool, CTRL + T and make it: func_hostage_rescue
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On the rescue zone you can show there is rescue zone, by placing some text or stuff.
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Bomb Defuse: de_
This is most common gameplay type in Counter-Strike, Terrorists team must plant the bomb and if the bomb explode they win the round, in other side Counter-Terrorists must prevent bomb planting in any bombistes and if bomb is planted they must defuse and they win the round.

Take a look on de_dust map too see better what is all about.

1. Make a Block where you want the TS to plant the bomb, use AAATRIGGER texture.
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2. Select that block with Selection Tool and press CTRL + T (Tie to entity) and choose func_bomb_target
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3. You have one bombsite now done, you can do some things like add indications on the walls where is this bombsite ( A -> ), you can see in the func_bomb_target there is a field named Target, you can select a group of crates and make it all of them func_breakable and put on his name the target from func_bomb_target, and on flags don't forget to check Only Trigger. Now if the bomb explode, crates will be destroyed.
  Forum: Tutorials · Post Preview: #48 · Replies: 0 · Views: 481

Tatu Eugen
Posted on: Jul 5 2019, 08:45 AM


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This is very basic tutorial, but still useful for some people who don't know how to put weapons on the ground.

1. In your map, go to Entity -> armoury_entity
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2. Place one of this entity (one -> one weapon) where you want to put a weapon. I put 5 of this like this:
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Make sure these is not in the ground more than half size, in my example just touch the ground.

3. Right click on one of these -> Properties
Item: Select weapon you want
Count: How many weapons (default 1)
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Do this for all the weapons.
  Forum: Tutorials · Post Preview: #47 · Replies: 0 · Views: 375

Tatu Eugen
Posted on: Jul 2 2019, 02:18 PM


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Yo! Hi there, thanks for message and srry for english only.. ;d im from "Sct 6 / Militari" but now im in Ploiesti, my girlfriend lives here and now myself... lot of maps by me there wub.gif wub.gif wub.gif
  Forum: General Discussions · Post Preview: #46 · Replies: 3 · Views: 926

Tatu Eugen
Posted on: Jun 28 2019, 02:15 PM


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MIEZ (Bomb Defuse)
by Tatu Eugen (www.temaps.com)

Custom map for MIEZ.ro Community,
map is about a public building
where TS must plant the bomb in one of two
bombsites. CT Must stop them!

Counter-Terrorists: Prevent the terrorists
from destroying the building.

Terrorists: Destroy the building in one of two bombsites.

Other Notes: There are 2 bomb sites in this
mission.

Development: Original plan and textures.
Thumbnail(s)
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Download File(s)
Attached File  de_miez.rar ( 3.59MB ) Number of downloads: 94
  Forum: Maps · Post Preview: #43 · Replies: 0 · Views: 778

Tatu Eugen
Posted on: Jun 28 2019, 07:56 AM


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CSS_NUKE_WINTER (Bomb/Defuse)

Map created by Tatu Eugen - www.temaps.com

This map is a remake of css_nuke with winter theme.

Any ideas and bugs please report at mail adress:
contact@temaps.com

Counter-Terrorists: Prevent Terrorists
from bombing the nuclear missile. The
mission can be targeted from above and
below. Team members must defuse any
bombs that threaten targeted areas.

Terrorists: The Terrorist carrying the
C4 must destroy the nuclear missile.

Other Notes: There are 2 bomb targets
in the mission.

Textures:
Valve (CS:S Game)
Tatu Eugen

Original Nuke Author:
Jo Bieg
Thumbnail(s)
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Download File(s)
Attached File  css_nuke_winter.rar ( 2.84MB ) Number of downloads: 26
  Forum: Maps · Post Preview: #42 · Replies: 0 · Views: 416

Tatu Eugen
Posted on: Jun 28 2019, 07:54 AM


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CSS_CACHE2X2 (Bomb/Defuse)

Map created by Tatu Eugen - www.temaps.com

This map is a remake from de_cache of CS:GO
map is recreated with all buildings,
and with original plan.

Any ideas and bugs please report at mail adress:
contact@temaps.com

Counter-Terrorists: Prevent the Terrorists
bombing the massive weapons-cache.

Terrorists: Destroy the massive weapons-cache.

Other Notes: There are 1 bomb site in this
mission.

Textures:
Valve (CS:S Game)
Tatu Eugen

Original Cache Author(s):
Salvatore Garozzo (Volcano)
Lenz Monath (penE)
Shawn Snelling (FMPONE)
Thumbnail(s)
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Download File(s)
Attached File  css_cache2x2.rar ( 4.02MB ) Number of downloads: 28
  Forum: Maps · Post Preview: #41 · Replies: 0 · Views: 353

Tatu Eugen
Posted on: Jun 28 2019, 07:50 AM


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CSS_DUST2X2 (Bomb/Defuse)

Map created by Tatu Eugen - www.temaps.com

This map is a remake from de_dust2 of CS: Source game,
map is recreated with all buildings, and some stuff from css,
keep some things from original de_dust2 of CS: 1.6

Any ideas and bugs please report at mail adress:
contact@temaps.com

Counter-Terrorists: Prevent Terrorists
from bombing crates.
Team members must defuse any bombs
that threaten targeted area.

Terrorists: The Terrorist carrying the
C4 must destroy the bomb site.

Other Notes: There are 1 bomb site
in the mission.

Textures:
Valve (CS:S Game)
Tatu Eugen

Original Dust2 Author:
DaveJ (http://www.johnsto.co.uk/)
Thumbnail(s)
Attached Image
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Download File(s)
Attached File  css_dust2x2.rar ( 2.2MB ) Number of downloads: 22
  Forum: Maps · Post Preview: #40 · Replies: 0 · Views: 345

Tatu Eugen
Posted on: Jun 28 2019, 07:48 AM


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CSS_PORT (Bomb/Defuse)

by Tatu Eugen (www.temaps.com)

A map recreated after de_port from CS:Source
Any ideas and bugs please report at mail adress: contact@temaps.com

Counter-Terrorists: Rebel separatists seek to disrupt economically-vital shipping operations along the northern coast. They must not succeed!

Terrorists: Your squad of independence fighters has been tasked with destroying economically-significant shipping targets at vulnerable coastal ports.

Other Notes: There are 2 targets in this mission.

Textures:
Valve
Thumbnail(s)
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Download File(s)
Attached File  css_port.rar ( 3.71MB ) Number of downloads: 29
  Forum: Maps · Post Preview: #39 · Replies: 0 · Views: 409

Tatu Eugen
Posted on: Jun 24 2019, 01:23 PM


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Making maps for GoldSrc you will face sometiems with fps-drop, lag, etc. this means your r_speeds is bad.

Load a map in Counter-Strike or any game GoldSrc, and in console type: r_speeds 1 you can see numbers about r_speeds type developer 1 you can see it on top in ur game, moving on the map, polly, epolly will increase/decrease.

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We have the following numers:
FPS
Network
Wpolly -> World Polygons
Epolly -> Models Polygons

A decent Wpolly would be 800 max.

Type in console gl_wireframe 1 or 2, and see how the map see the polygons (if the command don't work, just quit game and open again, open console for the first time and type: map de_dust, after type gl_wireframe 1), you can do some modifications for better results.
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Method 1. Map plan
This is the most important thing in my opinion, most important step is how you build the map.
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Method 2. Scaling up textures
Use this method for the floor/ground textures with size 256x256. scale at 2.00 Y / Z. Of course you can use for multiple blocks/textures.
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Method 3. Let one size space betwen...
This is the most common method used, is used in de_train also. You must leave 1 size betwen your block and the other block.
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Method 4. Use func_
You can use func_walls for crates for example, func_detail, func_illusionary.
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Or you can on details (cars, doors, etc.)

Method 5. Use special textures on back of the blocks
Is easy to use and can save some polly. Use NULL texture on the back of the brush, or the faces that player can't see, example:
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Method 6. Don't use tons of blocks to make things, use models instead.

Method 7. Use hints
Using HINTS can save some serious polly from the map. I use HINT texture just on the face where players comes, on the other faces i used SKIP texture, is used for a corner this method, how to do it:
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Hope this methods can help you! Enjoy..
  Forum: Tutorials · Post Preview: #38 · Replies: 0 · Views: 480

Tatu Eugen
Posted on: Jun 23 2019, 02:27 PM


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ZHLT command reference

Shared options

-chart

Display bsp statitics.

This option will cause the program to print out the bsp statistics right before it writes out the bsp. It is most handy to do -chart with HLRAD and HLVIS at the end of the compiles. The ripent program will alway display the chart.

-dev #

Compile with developer message.

Internal ZHLT debugging messages have been slowly added to the tools. This variable sets the 'level' to display. In order (starting with 0 and going up) : Off, Error, Warning, Info, Fluff, Spam, MegaSpam. Generally this option should never be used except at request, to diagnose a compile problem on an end-users machine.

-estimate

Display estimated time during compile.

This option replaces the 10...20... style progress indicators with a estimate bar with some estimated completion times, as well as the exact number of the current job and how many jobs there are to do. The three different times remaining factor in varying amounts of historical data to guess how much longer it will take to run. It is good for a ballpark figure, but frequently not much more accurate than that.

-lightdata #

Set custom lightdata maximum (MB).

Higher values than the default (6MB) can cause performance issues. You should perform compatability testing before releasing maps if they're over the preset limit.

-low | -high

Run program an altered priority level.

Setting the priority of the compile tools to -low is very handy, as you can multitask and do other things without really feeling the drain of the compile programs on the system, provided there is enough memory for the tools and the other programs you use.

-noinfo

Do not show tool configuration information.

ZHLT 2.1 added a configuration display for each of the tools as they run, to display the current settings for all configurable options as well as their defaults. This sometimes causes problems with other programs, most notably when compiling within Worldcraft, it likes to crash when too much stuff scrolls into its compile process window.

-nolog

Don't generate the compile logfiles.

This option just disables the generation of the .log and .err files which are normally generated whenever the compile tools run.

-texdata #

Alter maximum texture memory limit (in KB).

Half-Life was built with a 2MB texture limit, as was Opposing Force. The ZHLT default limit is 4MB. Even 4MB can be a bit much, when combined with model textures, skies, hud graphics, and more. This is especially true of people with older cards (Voodoo 1 and 2's, etc).

-threads #

Manually specify the number of threads to run.

This option is generally only necessary on the non-windows versions of the tools, where there is not a standard way to detect the number of processors in the system and auto-set the value. It can be manually set on windows machines, primarily if you wish to use fewer threads than processors.

-verbose

Compile with verbose messages.

Many of the tools have 'minor warnings' and informative messages which are displayed when verbose mode is set. As the ZHLT 2.x series developed, many of the developer specific settings have been moved to developer messages, while the mapper-related messages remain as verbose messages.

Back to top

HLCSG

-brushunion #

Threshold to warn about overlapping brushes.

This option is a mapper debugging feature. The value passed in is a percentage (0 to 100) of overlap of two brushes before a warning is printed. Starting with a high value (95+) is a good idea, as going too low to start can print hundreds or thousands of messages. The brush numbers of the intersecting brushes and the percentage in which they intersect each other is displayed for each occurence. This option is off by default as it dramatically slows down HLCSG to do these calculations.

-cliptype value

Select the clip hull generation method. Choices are smallest, normalized, simple, precise or legacy (default).

The ExpandBrush function of HLCSG has been reworked to fix 2 bad assumptions that led to "sticky" exterior corners in Half-Life maps.

To use the new clip hull feature, use "-cliptype precise". If you want to same some clipnodes, you can use "-cliptype simple" which will shift player models a few units upward on sloped floors. If you want to use the new HLCSG for the speed improvement but want the old style clipping, use "-cliptype legacy". If you want to have the smallest possible number of clipnodes and don't mind some stickyness (not recommended), use "-cliptype smallest". "-cliptype normalized" uses bugfix 1 and skips bugfix 2 for people who don't want denormalized brushes.

-hullfile file

Load a custom hullfile.

Loads a custom set of hulls for the collision hull generation. The file is composed of 3 lines of 3 whitespace delimited numbers. Each line is an X Y Z size of the bounding box it is for. Only specific mod authors and their mapping teams should ever worry about this feature.

-noclip

Don't create clipping hull.

Half-Life, like Quake1, has 4 hulls: 1 visual hull and 3 collision hulls. This option disables generation of the collision hulls for a small savings in compile time. Note that the world will not be solid at all (everything will fall into the void) with this option set.

-noclipeconomy

Disables redundant clipnode stripping.

Clipnodes are 'planes' that restrict the player movement. They are placed along the walls and floors of your level, so that they player cannot pass though them. However, like everything else in the Half-Life universe, they are limited, and will max out with compile errors if you end up using too many of them.

HLCSG will analyse how the clipnodes are being used in your map. If it thinks that it can get away with not using clipnodes in any particular situation (such as in func_illusionaries which don't need clipnodes), then HLCSG will strip them away from the level. This means that by default, your clipnode counts will be lower than normal. This doesn't mean that you will never see another MAX_MAP_CLIPNODES error, it just means it's less likely to happen in the first place.

Use this switch to turn of clipnode economy mode if you believe that it is causing problems.

-nonulltex

Disables NULL texture stripping.

-noskyclip

Disable automatic clipping of SKY brushes.

By default HLCSG will CLIP all SKY brushes, as well as remove all non-sky faces on the 'inside' of a sky brush (which eases up vis time, and improves some time and memory usage in rad as well).

-nowadtextures

Include all used textures into bsp.

This option is obsoleted by -wadinclude and is only left in to retain some backwards compatibility.

-nullfile file

Specify a file containing a list of entities to retexture with the NULL texture.

-onlyents

Do an entity update from .map to .bsp

This option will take the entities from the .map file and update them into the .bsp file. For the most part, entities can only be edited. Adding or removing any can reorder the other entities which frequently breaks brush based entities, especially triggers.

-tiny #

Minimum brush face surface area before it is discarded.

Tiny brush faces are outright removed. The current cut-off is 0.5 square units. It is dangerous to drop faces in this manner, as the BSP tree for the world can be unusable, or generate leaf portal errors or hall-of-mirrors vis errors.

-wadautodetect

Enable automatic wad detection.

Automatic wad detection is a simple utility that will exclude any wadfiles from the bsp that aren't in use by the map. This enables you to add any assortment of wadfiles you wish, and yet only have those that are actually used by the map included in the .bsp file.

-wadcfgfile path

Manually specifies the path to the wad.cfg file. By default, the tools will look in the same directory and the Half-Life directory.

-wadconfig name

Use a custom wad configuration in the wad.cfg custom wad configuration file.

Custom wad configurations are used to enable you to choose which .wad files you want written into the the .bsp file, regardless of what happens to be in your editor, for any given game configuration. So, now, HLCSG will ignore the wads that you have configured in your editor, and instead only write in the ones you specify.

-wadinclude file

Place textures used from wad specified into bsp.

This option will cause csg to include used textures from the named wadfile into the bsp. It does partial name matching, is not case sensitive, and can also match directory names. If multiple includes need to be done, -wadinclude must be specified multiple times, once for each include. Only textures actually used in the map are included into the bsp.

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HLBSP

-leakonly

Run BSP only enough to check for LEAKs.

If you already know a map has a leak, this is a good option to just save some time in HLBSP and just generate the pts file.

-noopt

Skip plane optimization on output.

HLBSP version p14 and later automatically removes unused planes when writing the output BSP. This switch turns off that behavior.

-maxnodesize #

Sets the maximum portal node size.

This option tweaks the maximum size of a portal node. Setting it smaller will bsp the world into smaller chunks at the cost of higher r_speed values, but it can pay itself back in many cases with making vis either faster, or more accurate, or both.

-noclip

Don't process the clipping hull (not for final runs).

This is a continuation of the -noclip option in HLCSG. In this case it tells HLBSP that HLCSG was compiled with -noclip and to not attempt to BSP the collision hulls as they are not present in the bsp.

-nofill

Don't fill outside (will mask LEAKs) (not for final runs).

This step causes filling to not be performed, which will cause all the faces on the outside of the map to not be discarded. It is probably a bad idea to rad a map that has been compiled this way, though vis should run normally.

-nonulltex

Disables NULL texture stripping.

-notjunc

Don't break edges on t-junctions (not for final runs).

This is a development/debugging option that should not be set in normal use.

-subdivide #

Sets the face subdivide size.

Faces in Half-Life are subdivided by this value (in units). The default is 240, and it should never need to be set lower (as it just increases r_speed values). Setting the value higher may cause problems in software mode. If in doubt, leave at the failsafe default value of 240.

Back to top

Back to the Index

HLVIS

-fast

Fast vis (NOT FOR FINAL COMPILES).

A fast vis is handy for running around in a developed map without dropping polygons. However r_speed values will usually be pretty bad, as well as epoly counts. The map can still be lit with HLRAD, however its quality and compile time will both suffer as a result. Maps should regularly be compiled without fast vis, as fast vis can mask a sudden increase in normal vis compile time.

-full

Full vis.

This option enables extra calculations during vis, which help reduce the number of vis errors in a map over a normal vis. The speed hit is approximately 30% over a normal vis. r_speed values will generally be the same, though lower in some areas, and higher in others (primarily due to vis errors being fixed).

This switch should be used when running final map compiles.

-maxdistance #

Set the maximum visibility distance (in units).

Maximum Distance Visibility (MDV) is a feature that prevents leafs beyond a certain distance from being rendered (or even sent to the renderer at all). In conjunction with fog, it can become the ultimate catalyst when building and compiling large maps, especially those with open areas. However, due to the nature of the calculations, not all leaves beyond a certain distance are guaranteed to be prevented from being rendered; but those that are within the maximum distance are guaranteed to be rendered.

There is a small side effect when using the Maximum Distance feature, because HLRAD relies heavily on the visibility matrix to speed up lighting operations. As such, a normal rad of the map will result in ackward, "cut off" lighting. This means that a special version of HLRAD is required (all compile tools in this series since MHLT 1.6), which accomodates for the MDV lighting problem. When you use this parameter, an extra file named .vdt that contains the real visibility matrix (i.e without any MDV performed) will be created, which will be used to correctly light the map.

Back to top

HLRAD

-ambient r g b

Set ambient world light (0.0 to 1.0, r g b ).

This option sets a minimum light value to every face so that nothing comes out pitch black. The values are red green blue, scaled from 0.0 to 1.0

-bounce #

Set number of radiosity bounces.

This option sets the number of times light bounces in the radiosity pass. By the time the code gets to this point, all the data is precomputed, and extra bounces are very fast. It will make the shadows less harsh using more bounces, but can help light up dark areas much more naturally.

-chop #

Set radiosity patch size for normal textures.

Each face in the world has a grid projected onto it, and chopped up into a rather coarse set of sample points. These points are patches, and are what HLRAD uses to do the bounced lighting calculations. A higher chop sacrifices quality for both speed and memory consumption of HLRAD. A lower chop increases the quality at the expense of speed and memory usage.

-circus

Enable 'circus' mode for locating unlit lightmaps.

This is a debugging option, which will cause all black pixels in any lightmap to be set to a random fullbright color. It only looks at the direct lighting to make this determination, and ignores any bounced radiosity data for making this determination.

-colourgamma r g b

Sets different gamma values for r, g, b.

-colourjitter r g b

Adds noise, independent colours, for dithering.

-colourscale r g b

Sets different lightscale values for r, g ,b.

-coring #

Set lighting threshold before blackness.

This value controls how much light it takes before a surface will be lit with a non-black value.

-customshadowwithbounce

Enable custom shadows for bounced light.

By default, the zhlt_customshadow flag does not affect bounced light. Using this switch will enable custom shadows for bounced light.

This will only work with greyscale custom shadows. To enable color for the bounced light of custom shadows, use the -rgbtransfers parameter as well.

-dlight #

Set direct lighting threshold.

This option is similar to -maxlight, except that it re-normalizes the direct lighting values instead of clipping them if they are too high.

-dscale #

Set direct lighting scale.

Due to a bug in the original version of qrad, the direct lighting layer was added into the final lighting twice. The correct thing to do is only have it in there once, but at the time too many maps had been created with this assumption and it was left in there. This has been corrected as a command line switch, to scale the direct lighting by.

Using the value of '1' would generate the most correct looking maps. However, since this is configurable it has a few other uses. Using a value of '0' will remove the direct lighting completely from a map and it will only be lit with radiosity lighting. This ends up 'opposite' of -bounce 0, and can be used to check the radiosity lighting for glitches. Using larger values, like 3 or 4, cause extremely harsh direct lighting relation to the shadows and might be of use in desert or arctic maps.

-dump

Dumps light patches to a file for HLRAD debugging info.

This is a developer option for ZHLT, to dump out the patch data generated by the chopping/subdividing and make sure it looks alright.

-extra

Turns on 9 point oversampling for lighting, making it look much better.

This switch should be used when running final map compiles.

-fade #

Set global fade (larger values = shorter lights).

This value adds in an artificial factor into the normal (1 / dist * dist) inverse square falloff calculations, by multiplying the denominator of the scale by the fade value. Point lights can set their own individual fade and falloff values, which override any global setting on the command line. These calculations only affect the direct lighting layer, as the radiosity pass always uses plain inverse square falloff.

-falloff #

Set global falloff mode (1 = inv linear, 2 = inv square).

This option can change the normal inverse square falloff of lighting in the direct lighting layer with inverse falloff.

-gamma #

Set global gamma value.

This option also occurs after the direct and radiosity layers are added together, and a global gamma correction is calculated and applied to the lighting before it is finalized.

-incremental

Use or create an incremental transfer list file.

This is a handy option for tweaking lighting, especially on slow or lower memory machines. BuildVisLeafs, MakeScales, and SwapTransfers can be skipped entirely on subsequent runs of HLRAD. Note that geometry must not change, but lighting can. Using the incremental file requires a simple but important procedure:

  • First HLRAD is run normally with -incremental. In addition to the map being lit normally, it will generate an incremental file, which is essentially the transfer lists dumped to disk.
  • Lights can be changed in any way (moved, brightness changed, color changed, etc).
  • Update the entities in the bsp with an HLCSG -onlyents compile.
  • Re-run rad normally again with the -incremental switch. The exact same options for -extra, -chop, -texchop, -notexscale must be used on all the runs of HLRAD. All the other values may be tweaked.
-jitter r g b

Adds noise, monochromatic, for dithering.

-lights file

Manually specify a lights.rad file to use.

A single .rad file can be added to the compile manually, in addition to the defaults of lights.rad and mapname.rad

-maxlight #

Set maximum light intensity value.

This option can be used to cap the bright spots, if you want a map to come out darker overall.

-nodiffuse

Disables light_environment diffuse hack.

-nodynbounce

Turn off bounces for dyanmic lights (overrides -bounce).

Prior to ZHLT 1.7, only the static light type (constant brightness, no switching) was used in bounce calculations. This switch activates that older behavior. Benefits include smaller lightdata sizes and a lower probability of a "too many lightstyles" error.

-nolerp

Disable three multi-point interpolation for radiosity patch blending, use nearest point sample instead.

-nomatrix

Disable usage of vismatrix entirely.

As the sparse code does some compression, it requires a lot of thread synchronization and does not scale well past 2 CPU's. The -nomatrix switch was added to address this. However the addition of 'opaque brush entities' starting with ZHLT 2.2 hurts the -nomatrix method's performance quite a bit. There is no vismatrix in this method at all, so it essentially reduces the memory requirements to zero for that structure.

-nopaque

Disable all entities using zhlt_lightflags 2 to block light. Using opaque entities slows rad down, and using this option is useful for doing quicker non-final lighting compiles.

-noskyfix

Disable light_environment being global.

ZHLT 2.1 added a simpler more manageable system for light_environment's. The new behavior is that a map only needs a single light_environment entity to light up all sky everywhere. The placement of the entity no longer matters. The -noskyfix option turns this feature off and enables the original code which require multiple light_environment's to properly light up an outdoor area.

-nospotpoints

Disables light_spot spherical point sources.

-notexscale #

Do not scale radiosity patches with texture scale.

By default, HLRAD will take the texture scale and apply it to the chopping grid which is projected onto it. This option turns that off, and almost always increases the number of patches in a map as most maps have many walls scaled up to 2 and 3.

-rgbtransfers

Enables RGB Transfers (for custom shadows).

-scale #

Set global light scaling value.

This option scales the final light values right after the direct lighting layer is added to the radiosity bounced lighting layer. Low values make the world darker, higher values make it brighter.

-sky #

Set ambient sunlight contribution in the shade outside.

Many faces have line of sight to sky, but fall in the shadow of some other object. This option affects how much of the normal sky lighting is put into the shadows.

-smooth #

Set smoothing threshold for blending (in degrees).

By default HLRAD uses Phong shading on all faces. If the angle between two edges is less than this value, it will be shaded with the Phong smoothing code, otherwise it won't.

-softlight r g b d

Scaling values for backwards-light hack.

-sparse

Enable low memory vismatrix algorithm.

The original vismatrix algorithm was limited to 65535 patches due to its design. Its memory usage also grew polynomially with the number of patches (patches * patches / 16 bytes). This option enables a compressed vismatrix, which at the cost of extra CPU time, breaks the 65535 limit, and also uses about 10% of the memory the vismatrix would.

-texchop #

Set radiosity patch size for texture light faces.

Texture light faces are chopped with a different granularity than the normal faces, primarily so that the lighting looks good. Generally it should be half of the chop value. Adding -extra to HLRAD will automatically divide this value by 2 at runtime.

Back to top

  Forum: Tutorials · Post Preview: #37 · Replies: 0 · Views: 366

Tatu Eugen
Posted on: Jun 21 2019, 06:51 PM


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CSS_KABUL (Bomb/Defuse)

Map created by Tatu Eugen - www.temaps.com

This map is a remake from de_kabul,
remaked after source with improvments.

Any ideas and bugs please report at mail adress:
contact@temaps.com

Counter-Terrorists: Prevent Terrorists
from bombing chemical weapon crates.
Team members must defuse any bombs
that threaten targeted areas.

Terrorists: The Terrorist carrying the
C4 must destroy the chemical
weapon stashes.

Other Notes: There are 1 chemical
weapon stashes in the mission.

Textures:
Valve (CS:S Game)
Tatu Eugen

Original Kabul Author:
Oli
Thumbnail(s)
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Download File(s)
Attached File  css_kabul.rar ( 1.46MB ) Number of downloads: 23
  Forum: Maps · Post Preview: #36 · Replies: 0 · Views: 418

Tatu Eugen
Posted on: Jun 21 2019, 06:49 PM


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CSS_NUKE_RAREA (Bomb/Defuse)

Map created by Tatu Eugen - www.temaps.com

This map is a remake from css_nuke and Nuke Rarea,
remaked after source with improvments.

Any ideas and bugs please report at mail adress:
contact@temaps.com

Counter-Terrorists: Prevent Terrorists
from bombing the nuclear missile. The
mission can be targeted from above and
below. Team members must defuse any
bombs that threaten targeted areas.

Terrorists: The Terrorist carrying the
C4 must destroy the nuclear missile.

Other Notes: There are 2 bomb targets
in the mission.

Textures:
Valve (CS:S Game)
Tatu Eugen

Original Nuke Author:
Jo Bieg
Thumbnail(s)
Attached Image
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Download File(s)
Attached File  css_nuke_rarea.rar ( 2.83MB ) Number of downloads: 20
  Forum: Maps · Post Preview: #35 · Replies: 0 · Views: 377

Tatu Eugen
Posted on: Jun 21 2019, 06:46 PM


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Group: Super Admin
Posts: 48
Joined: 6-June 19
Member No.: 1


CSS_DUST2_REMAKE (Bomb/Defuse)

Map created by Tatu Eugen - www.temaps.com

This map is a remake from css_dust2,
remaked after source with improvments.

Any ideas and bugs please report at mail adress:
contact@temaps.com

Counter-Terrorists: Prevent Terrorists
from bombing chemical weapon crates.
Team members must defuse any bombs
that threaten targeted areas.

Terrorists: The Terrorist carrying the
C4 must destroy one of the chemical
weapon stashes.

Other Notes: There are 2 chemical
weapon stashes in the mission.

Textures:
Valve (CS:S Game)
Tatu Eugen

Original Dust Author:
DaveJ (http://www.johnsto.co.uk/)
Thumbnail(s)
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Download File(s)
Attached File  css_dust2_remake.rar ( 3.15MB ) Number of downloads: 36
  Forum: Maps · Post Preview: #34 · Replies: 0 · Views: 439

Tatu Eugen
Posted on: Jun 21 2019, 06:44 PM


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Group: Super Admin
Posts: 48
Joined: 6-June 19
Member No.: 1


CSS_ASSAULT (Hostage Rescue)

Map created by Tatu Eugen - www.temaps.com

This map is a remake from cs_assault of CS:S & CS:GO games,
map is recreated with all buildings, and some stuff from css/go,
and keep some things from original cs_assault of CS: 1.6

Any ideas and bugs please report at mail adress:
contact@temaps.com

Counter-Terrorists: Rescue the hostages.
Take out the Terrorists without jeopardizing
the hostages.

Terrorists: Prevent Counter-Terrorist
force from rescuing the hostages. Use
whatever force needed.

Other Notes: There are 4 hostages in
the mission. Rescue them!

Textures:
Valve (CS:S Game)
Tatu Eugen

Original Assault Author:
CryptR
Thumbnail(s)
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Download File(s)
Attached File  css_assault.rar ( 5.27MB ) Number of downloads: 22
  Forum: Maps · Post Preview: #33 · Replies: 0 · Views: 366

Tatu Eugen
Posted on: Jun 20 2019, 04:21 PM


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Member No.: 1


If you want to make a map with no option to buy weapons you are in the good place.

I use both methods, just to be sure.

Method 1
1. Make two very small blocks somewhere on the map, and make sure no one can touch that, use aaatrigger texture.
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2. Select one with Selection Tool and press CTRL + T, select func_buyzone and choose a team, for the first block i choose Terrorist and for the second block Counter-Terrorist.
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Now these blocks is the buyzones for each team, but no one can touch this, so... no buy zones in the map.

Method 2
1. Go to entity tool and somewhere in the map the entity: info_map_parameters
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2. Go to properties of the entity (right click on it -> properties). And on Weapon Buying, select: Neither CT's nor T's can buy guns
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That's all for this tutorial, very easy but very useful. cool.gif
  Forum: Tutorials · Post Preview: #32 · Replies: 0 · Views: 346

Tatu Eugen
Posted on: Jun 19 2019, 04:03 PM


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This tutorial is very simple, you learn how to make custom textures and add them in a WAD file, wad -> textures, compressed as .wad for GoldSrc Engine.

1. Download Wally and extract/install.

2. Open wally after is extracted on your pc.
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NEW: Will create new textures pack.
OPEN: Edit textures from your pc. (Open wad files, etc.)

3. I press new, and i choose: Half-Life Package [wad]
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4. I create some new textures, you can create/edit with what program you want (Gimp, Photoshop, etc.) I use gimp/paint.

All textures need to have dimensions that are multiples of 16. Textures must have this dimensions in px:
Width + Height
CODE
16x16
16x32
16x80
32x32
32x64
32x128
48x64
48x128
64x64
64x96
64x112
64x128
80x48
96x128
128x32
128x64
128x128
128x256
144x48
192x128
192x144
240x128
256x92
256x128
256x192
256x256
256x512
512x512


I made a simple texture:
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5. Copy your texture and paste in Paint (Start -> All Programs -> Accessories -> Paint).
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6. Save texture, from Paint -> Save as... with 24-Bit format, as .bmp file.
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7. From where you saved your texture, click on it and drag in wally, just like this:
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After this, you should have like this:
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8. My wad is ready, now save it, in wally, File -> Save as...
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Now your wad is ready to use, i added wad in hammer, i get the result:
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  Forum: Tutorials · Post Preview: #31 · Replies: 0 · Views: 374

Tatu Eugen
Posted on: Jun 19 2019, 03:29 PM


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Program to manipulate game texture files and industry-standard image formats, including Quake, Quake2, Half-Life, SiN, Heretic2, BMP, PCX, JPG, and PNG. Allows for enhanced editing, viewing, browsing, setting of game texture flags & contents, filters, clipboard cut/copy/paste, and much more. Allows for new creation, and loading of existing textures.
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Download File(s)
Attached File  wally_155b.rar ( 1.09MB ) Number of downloads: 25
  Forum: Resources · Post Preview: #30 · Replies: 0 · Views: 503

Tatu Eugen
Posted on: Jun 18 2019, 09:52 PM


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I will show you how to make a map for Counter-Strike, is not hard, just need to know some steps. Let's start...

Before we start make sure you read:
Setting up Valve Hammer Editor
Read about grid size

1. Open Hammer, Go to: File / New
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2. Press on the block tool and draw your first block on 2D Camera: TOP, press enter or right click and create object on what you draw in 2D.
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3. On the first camera in top/left you need to have camera 3D textured, press on Camera TOOL and navigate in 3D textured, hold left click on and navigate with W+S+A+D, same time with hold left click. Now you should find your first block created.
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4. Next create more blocks around your main block, wich will be the ground in the map. I show you how i make blocks, before i press enter or right click, as in step 2.
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5. I made a closed box, Top will be the sky, bottom part will be the ground, sides will be the walls, in the map.
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6. Let's apply some textures on the blocks, click on Texture Application Tool, press browse button.
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Of course you can have what textures you want to use, i use halflife.wad for this tutorial.

7. While Texture Tool is selected, you can select faces of the block for apply what textures you want, hold shift for choose more than one, like i did in next screenshot, and press apply.
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You can see i use 1.30 on SCALE of Y, default is 1.00 on Y (Height) and 1.00 on W (Width) of the wall. You can scale up to 2.00, try and see how it works. Also on shift i put 78 valuve, because i was not fit to the wall, again Y and W have his own values default on 0, try and see how it works again.
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8. Select the whole block from top with Selection Tool and apply texture sky on it.
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9. Go to Entity Tool, select from the list light_environment and put it inside the box, you can put in 2D and adjust from top+side cameras. Or in 3D textured camera and adjust with 2D cameras.

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Make sure you let some space betwen light_environment entity and sky block.
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You can set up what light color and angle will be in the map, Select Tool and right click on entity and go to properties, and set your own things.
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10. With Entity Tool put 5 players spawn for CT: info_player_start and 5 players spawn for TS, make sure you let space betwen them min. 4 size in grid 8, and at least 2 on height.
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Let's do something important, make sure the players don't start with face to the wall. Click on them and go to properties as we do before with light_environment properties. You can select more holding SHIFT on and select with Selection Tool. YAW is the dirrection how they start, in this case is 180*.
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You do the same with CT players, but set YAW to the 0, wich is default, so don't need to do it for CT players in this case.

11. Next do what you want to do, for final result, i made two walls in the middle of the map.
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12. Compile the map, press F9 or File / Run, save the map before. Let everything on Normal.
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After is done you will get a window with results of the compile process, you can search for errors there if you have problems sometimes or some values about various things.
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This is the result:
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I upload here the .rmf map and the .bsp map, any questions or problems about this, reply here. Cheers!
Download File(s)
Attached File  my_first_map.rar ( 8.09K ) Number of downloads: 13
  Forum: Tutorials · Post Preview: #29 · Replies: 0 · Views: 426

Tatu Eugen
Posted on: Jun 17 2019, 08:49 PM


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The Map Tools toolbar lets you switch between the different editing modes. This toolbar can safely be closed as each button also links to a hotkey.

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Selection - (Shift+S) The selection tool allows you to accomplish a number of things. To simply select an object, click once. Continue clicking on the selected area to cycle through the three basic transformation modes (resize, rotate, and shear).

Resize mode allows you to grab any corner or edge of the selected object and resize it by pulling it to the desired size.


In rotate mode, you can grab any corner of a selected object and pull it around to rotate the object into any position you wish. If you have the rotations set to 15 degrees by default (this is set in the 2D Views options), this can be overridden by holding shift while you rotate the object.

Shear mode lets drag the edges of an object parallel to its surface. For example, if you grab the top edge of a selected object while in shear mode, you would be able to drag that edge right or left.
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Tip: You can clone a selected object by holding down the shift button and click-dragging the object. This can be done regardless of what selection mode the object is in (resize, rotate, or shear).

Note: While in selection mode, you can select multiple objects by dragging a selection box around them and pressing Enter. If Auto-Selection is toggled on, pressing Enter is not necessary.

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Magnify - (Shift+G) This tool allows you to increase the magnification factor of the 2D views. Zoom back out again by clicking the right mouse button. You can also zoom in and out by pressing the number keys while the mouse cursor is in a 2D view, or by using the + and - keys.

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Camera - (Shift+C) This tool allows you to place and modify cameras within your level. While in camera mode, hold shift and left-click-drag a line to create the camera. A line with a dot (the view point) will be drawn in the 2D views, where you can adjust it until it is pointing in the direction you'd like. To place more than one camera in a level, just repeat the above steps.

Cameras are good for helping you visualize the creation of your level. They are especially useful when using the Vertex Manipulation tool as they allow you to see exactly what you are doing to a brush. You will find multiple cameras especially useful if you are working on several areas of a level at once. Placing a new camera in an area negates the need to search for that area when you want to work on it again.

When you're in camera mode, you can cycle through all available cameras by pressing the PageUp/PageDn keys. To delete the current camera, press Delete.

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Entity - (Shift+E) This tool allows you to place point-based entities in a map. (Point-based entities are those entities which exist only at a point, and do not rely on a brush for their effect) Once selected, the New Objects dialog will contain a list of entities from which to choose. Click on one of the 2D views and press Enter to place the entity. If Snap To Grid is enabled, the new entities will be snapped to the grid.

Note: In order to place a brush-based entity (a func_door for example) you must first create the brush with the Block Tool (see below), then select it, and press Ctrl+T. You will be given a list of entities to choose from which will be different than those shown with the Entity Tool.

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Block - (Shift+cool.gif his is the basic creation tool available to you. It allows you to create any of the different types of primitive shapes.

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Texture Application - (Shift+A) This toggles the Face Properties dialog on and off. This dialog allows you to edit the texture properties of individual brush faces.

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Apply Current Texture - (Shift+T) When pressed, the current texture is applied to every face of the selected brushes.

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Apply Decal - (Shift+D) A decal is a texture that can be placed on top of another texture. Common examples include scorch marks or bullet holes. Use the Apply Decal button to place a decal in the 3D window. Decal textures can be viewed and selected in the Textures window. Half-Life's decal textures are designated by the use of a { as the first character in the texture name.

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Clip - (Shift+X) Clipping allows you to slice the currently selected brush. You have the option of only splitting the brush, or actually slicing a piece right off.

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Vertex Manipulation - (Shift+V) Vertex manipulation gives you complete control over the shape of a brush. You can reshape the brush by manipulating individual vertices and brush edges.

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Path - (Shift+P) This tool greatly simplifies the creation of paths for trains and monsters. It allows you to create dynamic paths that you can add and delete nodes to.

With the Path Tool selected...

  1. Hold Shift and the left mouse button, and drag a line in a 2D view. This creates the first two path points.
  2. A dialog box will pop up where you can set the name of the path, the path direction (one way, circular, or ping-pong), and the entity type (typically path_corner or path_track).
  3. To add new points to the path, click on one of the existing path points, hold Ctrl and drag with the left mouse button. Do this as needed until you have your path complete.


note: The start of the path is denoted by the point with the green circle around it.
  Forum: Tutorials · Post Preview: #28 · Replies: 0 · Views: 369

Tatu Eugen
Posted on: Jun 17 2019, 08:06 PM


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In this tutorial i will show you how to install Valve Hammer Editor and how to configure for making a map!

Download: Valve Hammer Editor - Main tool for making maps
Download: CS Expert Tom - Used for making maps for Counter-Strike

If you want to make maps for other games, such as Half-Life, Day of Defeat, you should have FGD for that game instead CS Expert Tom.

Install & Required Files

1. Dearchive Hammer 3.4 Version and open the executable file.
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2. Click Next, Click I Agree and choose your destination folder for installing the program.
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3. Click Next, Click Next, choose if you want a desktop shortcut, i choose NO because we put this later, click Finish.
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4. Dearchive Hammer 3.5 Version and rename from: hammer 3.5 to hammer, then copy the executable file:
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5. Paste the executable file in C:/Program Files/Valve Hammer Editor or where is your Hammer folder installed. Copy and replace over old executable file.
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6. Dearchive CS Expert FGD, copy the folder sprites inside Valve Hammer Editor folder and press Yes for replace folder contents, copy the file cs_expert-tom793c.fgd inside Valve Hammer Editor / fgd
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7. Create a folder inside Valve Hammer Editor named: maps (If there is no one).

Now you have everything installed and in his place. And we are ready for next steps.
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Configure Valve Hammer Editor

1. Open hammer.exe and press NO on assist configuration message.
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2. Now you can see the Options Tab if no go to: Tools / Options.
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General Options:
Undo levels: 100 or higher.
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This will help you to go back with CTRL + Z when you do mistakes and want things go back. Default 50 is too low, only 50 "back in time" moves.

2D views:
Grid Size: 8

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Don't need to change anything else, this is used for work with sizes. View Grid Size tutorial

3D views:
Model render distance: I put this on the maximum
Is used to view models inside hammer, too short range will show nothing.

Pick Background Color: I choose gray most times. Is the space color when you create a map in Texture views camera from Hammer. Default is black, but gray is better, so choose what you want there.
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Textures:
Add Wad: Add textures to the program.
Remove: Remove that texture from the program.
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Just remember any textures added there will be needed to play the map.

Game Configurations:
Configuration: Press Edit and Add, insert what name you want for this configuration and press Ok / Close. I insert Counter-Strike, because my configuration is for this game.
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Game Data Files: Here goes the fgd files. Fgd is a file configurated for every game.
Add: Valve Hammer Editor / fgd / counter-strike / halflife-cs.fgd
Add: Valve Hammer Editor / fgd / cs_expert-tom793c.fgd
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Game Executable Directory: Where is your game folder located. My game: D:/CS 1.6
Mod Directory: Where is your game mod folder located. My game: D:/CS 1.6/cstrike
Game Directory: Where is your game engine folder located. My game: D:/CS 1.6/valve
Map Directory: Where you save work in progress maps. My folder: C:\Program Files\Valve Hammer Editor\maps
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Build Programs:
Configuration: I have Counter-Strike name, what i just did in the previous steps.
Game Executable: I insert D:\CS 1.6\hl.exe
CSG executable: C:\Program Files\Valve Hammer Editor\tools\qcsg.exe
BSP executable: C:\Program Files\Valve Hammer Editor\tools\qbsp2.exe
VIS executable: C:\Program Files\Valve Hammer Editor\tools\vis.exe
RAD executable: C:\Program Files\Valve Hammer Editor\tools\qrad.exe
Place compiled maps: Where the program save .bsp maps. My path: D:\CS 1.6\cstrike\maps
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Press Apply and Ok

Now you can start doing maps. File / New:
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Don't forget to change camera to 3D textured.
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Next: What is the tools to make a map
  Forum: Tutorials · Post Preview: #27 · Replies: 0 · Views: 613

Tatu Eugen
Posted on: Jun 17 2019, 10:46 AM


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Half Life Model Viewer

Jed's Half-Life Model Viewer is for Goldsrc games only, i.e. the original Half-Life, CounterStrike 1.6, Day of Defeat 1.3, etc.
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Attached Image

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Attached File  hlmv136_setup.zip ( 191.51K ) Number of downloads: 25
  Forum: Resources · Post Preview: #26 · Replies: 0 · Views: 385

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