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Home Page: https://gamebanana.com/tools/6778
License: Other
Map compile tools for the Half-Life engine
Home Page: https://gamebanana.com/tools/6778
License: Other
When I compile a map in Linux the map looks all shiny and bright (https://amolinaesays.arch.best/banned_lol/xUot3LGO), while in Windows this does not happen and compile the map as expected.
When building with the -worldextent flag in J.A.C.K. 1.1.1064, it fails. Every brush and entity that exist in my world are reported as outside the world no matter where they are, inside or outside vanilla world bounds.
I find this entity pretty useful, but feel it could be better. It would be great if it supported as many of the commands as possible. I really wish it had -wadinclude support for example.
hello guys, i use the linux version of jack and would like to try this and compare it to Vluzacn's ZHLT v34 which i used before, can you add support for compilation with gcc like make files etc maybe?
When Valve changed the character that defines liquids from *
to !
, they left the check for assigning the TEX_SPECIAL flag as asterisk, resulting in liquids always getting 240tx subdivision and lightmaps, unlike Quake.
SDHLT/src/sdhlt/sdHLCSG/textures.cpp
Line 808 in 9a9c879
This is a bit wasteful in vanilla renderers, since they don't support lightmapped water, so the check should be changed to set the flag for !
textures as well, unless you pass a -litwater
param to CSG (for use with custom renderers). I suppose *
textures should still receive this flag, for consistency with vanilla behavior, but I'm not sure if that's too important (idk what happens if a non-liquid gets this flag).
(Also, the length defined for env_sky's strncasecmp should be 7, not 5.)
I'm using J.A.C.K 1.1.3773 with SDHLT, and when I add the parameter "-worldextent 100000" for example, but I place a scientist for example outside the +-32768 bounds, the scientist follows me beyond the limit, but his model is rendered within the bounds.
@seedee You can add to SDHLT special texture like SKIP but with generate clipnodes for brush?
Like 'SKIP' do not split faces, and like CLIP make clipnodes (But only for front side if possible).
Now i tried use NULL texture, got next result :
Small map example:
assault_starlink.map
This is possible?
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