when you compile a map, lighting (qrad or quake radiosity) and other parts of the map compiling tools eg: vis (visablity), bsp (binary space partition) and csg (constructive solid geometry) are replaced with zoners "improved" versions of the same compiling processes. namely hlrad, hlcsg, hlvis and hlbsp. this can give you better error recognitions and improved lighting, and different dev flags to play around with amongst other things, trust me you and every other mapper (using vhe/wc) should be using these to compile your maps.
It are simple dos based exe`s run with a few "-dothis -dothat" commands:
...CSG.exe (calculates faces, hull(s) (the volume you move inside of) , textures and objects) ...BSP.exe (splits the volume of the hulls into "leafes" connected by "portals") ...VIS.exe (checks what leaves are visible from out of every leaf (visibility calculation) ) ...RAD.exe (calculates lights and shaddows) while they run they create serveral files with data stored in. You dont need to run Vis or RAD for "if this works" playtesting, it will just be fullbright and have bad r_speeds.
You can: - VHE tell were theese exes are and compile with VHE. (just simple at the first steps) - Use a <a href='http://countermap.counter-strike.net/Nemesis/batch.html' target='_blank'>batch compiler</a> (better idea) - Run theese exe`s from dos prompt manually. (for the oldscool dos nerds) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
I think he dosn't get to how configure them to run with hammer <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
there is a how to set up worldcraft javascript thing on <a href='http://www.valve-erc.com/' target='_blank'>http://www.valve-erc.com/</a> but its down for maintenance right now, but if you already know how just replace the regular compiling programs with zoners alternatives in the worldcraft setup options.
Comments
...CSG.exe (calculates faces, hull(s) (the volume you move inside of) , textures and objects)
...BSP.exe (splits the volume of the hulls into "leafes" connected by "portals")
...VIS.exe (checks what leaves are visible from out of every leaf (visibility calculation) )
...RAD.exe (calculates lights and shaddows)
while they run they create serveral files with data stored in.
You dont need to run Vis or RAD for "if this works" playtesting, it will just be fullbright and have bad r_speeds.
You can:
- VHE tell were theese exes are and compile with VHE. (just simple at the first steps)
- Use a <a href='http://countermap.counter-strike.net/Nemesis/batch.html' target='_blank'>batch compiler</a> (better idea)
- Run theese exe`s from dos prompt manually. (for the oldscool dos nerds) <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->