• (HCC) HAVOK's Custom Map Compilers
    135 replies, posted
Wait, that's a thing? And it works?! Jesus Christ, thanks!
It can create some white edges when you look at brushes from a distance, if your map is mainly centered indoors its acceptable
Thanks, I'll see if it works on the maps I wanted.
I have tried bumping the tjunc limit, it causes some real nasty visual clipping
have you tried getting vrad to compile with named lights bouncing?
no not yet but i will be trying some stuff with named lights soon
Do these compilers support the swaying grass ? Earlier I had to use vbsp from CSS for this.
Has there been any progress on this in the last two months? This shit is rad.
IIRC -notjunc causes some weird lighting artifacts on func_details I've also noticed that water has an undocumented role in t-junctions and that some unknown combination causes the t-junction count to skyrocket. I managed to counter this by removing / reshaping bodies of water on my map.
Any news of the named lights bouncing? I've been working on something and this is exactly what I need.
If named lights bouncing is ever added, can there be a keyvalue set for every individual light entity that causes it either to bounce or not?
@The_HAVOK could you make vrad obey the garry's mod mount.cfg like hammer does? counter-strike source textures are fullbright for me.
The workaround I posted on page 2 should also do the trick.
It doesn't seem to work. I've reverted my mount.cfg and edited my gameinfo.txt to be exactly like yours but pointing to cstrike_pak.vpk instead, but hammer isn't loading the assets. I haven't tried compiling yet though.
@The_HAVOK Hey, do you mind if we include your compilers instead of the stock ones in the authoring tools on Steam for Jabroni Brawl?
sure
While you're here, any further progress on your fantastic compilers?
@The_HAVOK What might be helpful is being able to modify the block_size in vbsp.cpp via a compile parameter. you can have vis leafs generate every 2048, or 8192 units instead of 1024.
Uhhh, I accidentally updated hl2 on steam and it replaced the compilers with the default ones. I replaced them with these again, and while the compile shows no errors, there are absolutely no prop_statics at all. Not even stuff like fences & actual static props, anyone had this problem? ** Executing... ** Command
Is it possible for your compiler to support Instancing? Instance
It already does support instances, it's a feature of Source 2013 MP.
Only halfway though. Input I/O is messed up with instances in 2013 MP, and Valve never bothered to fix it.
It does? holy shit, thank you sir
Wow this looks nice, didnt see this before. Added increased brushside limit -(Increased Brushside limit.) Does this actually mean what I think it means? How much is the increase?
A significant margin. You probably won't have troubles with that anymore.
Is there a way that the brushsides limit could be made higher too? or is it already cause I still seem to have 65536?
It's probably a huge endeavor, but is there any change to have the compile tools (vis and rad) being GPU accelerated via OpenCL or similar?
@HaVok , For some reason I can only use command -AllowDynamicPropsAsStatic, other command such as -NoDefaultCubemaps do not work for me. The latest version of the 2013 MP SDK is used, and your latest compilers. Can someone help? Thanks
Update released HCC 2.1 VBSP Changes clamped max displacements to 2048 increased max key length from 32 to 64 doubled textdata limits doubled max unique texture limit fixed maxdetailprops? added HCC Tags VVIS Changes added HCC Tags VRAD Changes removed useless model loading functions, vrad now only looks for dx90.vtx, no real reason to have dx80s any more added HCC Tags
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