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seedee committed Jul 11, 2024
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<sub>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.</sub>

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.
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

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## Features

### Compile parameters
### Studiomodel shadows

- `-pre25` RAD parameter overrides light clipping threshold limiter to `188`. 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.
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

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- **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.

### Compile parameters

- `-pre25` RAD parameter overrides light clipping threshold limiter to `188`. 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.
- `-nostudioshadow` RAD parameter to ignore `zhlt_studioshadow` on studiomodels.

## Planned
- **BLOCKLIGHT** texture, cast shadows without generating faces or cliphulls.
- Optimization for `BuildFacelights` and `LeafThread`
- 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

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