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 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.
- Open the configuration dialog of your map editor or batch compiler.
- 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.
- Add sdhlt.wad into your wad list. This is required to compile maps.
- 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.
-pre25
RAD parameter overrides light clipping threshold limiter to188
. Use this when creating maps for the legacy pre-25th anniversary engine without worrying about other parameters.-extra
RAD parameter now sets-bounce 12
for a higher quality of lighting simulation.-worldextent n
CSG parameter. Extends map geometry limits beyond+/-32768
.- Portal file reformatting for J.A.C.K. map editor, allows for importing the prt file into the editor directly after VIS. Use
-nofixprt
VIS parameter to disable. -nowadautodetect
CSG parameter. Wadautodetect is now true by default regardless of settings.
- info_portal and info_leaf ared used to create a portal from the leaf the info_portal is inside, to the selected leaf the info_leaf is inside. Forces target leaf to be visible from the current one, making all entities visible.
- info_minlights used to set minlights for textures, works on world geometry too. Works similarly to
_minlight
but per-texture.
- Support for
%
texture flag, sets the minlight for this texture. %texname alone is equivalent to_minlight 1.0
, while %#
texname where#
is an integer in a range of0-255
. - BEVELHINT texture, which acts like SOLIDHINT and BEVEL. Eliminates unnecessary face subdivision and bevels clipnodes at the same time. Useful on complex shapes such as terrain, spiral staircase clipping, etc.
- SPLITFACE texture. Brushes with this texture will subdivide faces they touch along their edges, similarly to
zhlt_chopdown
. - cur_tool textures, which act like CONTENTWATER and func_pushable with a speed of
2048 units/s
in -Y. This texture is always fullbright.
- BLOCKLIGHT texture, cast shadows without generating faces or cliphulls.
- Optimization for
BuildFacelights
andLeafThread
- Shadow casting for studiomodels, potentially adapting code from other codebases.
- Res file creation for servers
- Split concerns into their own libraries instead of repeating infrastructure and util code
- Full tool texture documentation