Jump to content
Al día de 3/3/24 el foro se integró con Mapping-Zone.net, se está llevando el foro a una versión estable, puede encontrarse algunos errores navegando. Mientras, podes logear tu cuenta MZ ×

Super Half-Life Tools 3.9


Recommended Posts

  • Followers:  0
  • Content Count:  173
  • Reputation:   695
  • Joined:  10/28/2010
  • Status:  Offline

Esto es una actualizacion del original Zoner's Half-Life Tools 3.4

Pero la diferencia de estas herramientas con las originales es que en esta se han fixeado muchos bugs, es mas estable y mas rapido. :(nerdicon):



  • 3.9 (Mas reciente 28/04/2011):
    • Fixed sky texture in zhlt.wad.
    • Fixed major bug that caused holes and invisible walls in collision hulls. (vluzacn)
    • Fixed bug that caused multiple brushes in a func_water to be processed incorrectly. (vluzacn)
    • Phlt_copy_brush in shlt.fgd now has Bit-numbers labelled on its spawnflags.


    • Obsolete light entities (no targetname) are now automatically removed at the end of hlrad.exe.
      • This feature can be disabled with the parameter "-nolightremove".

      [*]Fixed an issue where the keys "phlt_cpm_target" and "phlt_cpm_class" would not be removed from the phlt_copy_brush entity at the end of the compilation.

      [*]Minor syntax improvements on the shlt.fgd.


    • Retrieved speed of VIS by removing frequent passing down of an info string to hlassume().
    • Added new parameter "-noconcolors" to disable colored console output.
    • Added a new small entity shlt_entity_wildcard, which does nothing more than emit a trigger_auto and info_targets to be killtargeted after a map has loaded to enforce server operators to make use of the num_edicts HLDS parameter. This should be used on high fidelity maps to ensure there are enough edicts to use up while the map flow progresses.
    • Added ripent.exe.
    • Including updated shlt.fgd.
    • Download now only as a complete pack with all binaries and sourcecode.
    • Removed SSE1-build because it was just slower than the others.
    • Internal: Added functions MarkEntityAsRedundant(), AddEntity(), RemoveKeyValue(), BoolForKey() and strins() for use for the new but still unfinished shlt_countdown entity.


    • Fixed a logging syntax error.
    • Fixed bad compilation parameter for the 32 bit compile.
    • Fixed version indication.
    • Included zhlt.wad to all *.zip-files.
    • Attaching an *.fgd-file for the new entity.


    • Console output easier to read.
    • Colored console output for warning and error messages.
    • More information on common error messages.
    • Increased several mapping limitations. Among these:
      • Limit for leafs is now 4 times as big. The engine does not appear to moan about this.
      • Increased entity-, engine entity-, entity datastring-, entity key- and entity value-limit to more than you will ever need.
      • Increased default maximum texture- and lighting-data-limit to 32 MB.
      • Increased arbitrary limits.

      [*]Made a special compilation for x64-machines. Note that the tools are mainly designed for x64. There are x86 tools, but the code they are based on partly uses x64-optimized code. The 32-bit tools will work on 32-bit machines nonetheless.

      [*]Added a new point entity, phlt_copy_brush, which allows to change its classname to any you want upon map compilation, e.g. func_wall, and then take the model/appearance of an existing unique brush entity by targetname. With this, you can, for example, make many clones of some prefab you are using a lot, without furtherly approaching map limits. Any additional keyvalues added with SmartEdit disabled will be kept, allowing for perfect copies which are indistinguishable from the original in appearance and function. It is adviced, that the entity which's appearance you are copying over possesses an origin brush. If you want to rotate the copy, you may use a func_wall with the "Use angles"-flag set. However, note that "Use angles" is a Sven Co-op feature which is likely to not be available in other Mods. In such case, use a func_rotating instead. Furthermore, note that some entities will cause massive errors when having an origin brush, e.g. func_water. For such cases, look at the offset of the original entity to where the copy is supposed to be, and offset the phlt_copy_brush entity that much from the origin of the coordinate system (0, 0, 0). Also, note that the copies will look exactly as the original, including its lighting and decals placed on it, no matter whether from map start or while the map is running (bullet holes, sprays, blood, etc.), and that the copies cannot emit texturelights.

      [*]Internal: Added the possibility to append an information-string to the hlassume method. (If you have no interest in the source code, you can ignore this change. You will see nothing of it. It only exists to enhance some console outputs easier in the code.)


Saludos! :(nerdicon):


Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



Mundo Mapper es una comunidad que se especializa en la creación de mapas para diversos juegos, como Counter-Strike 1.6 y Half-Life, utilizando el programa Valve Hammer Editor. Si eres un apasionado de los videojuegos y te interesa diseñar tus propios escenarios, ¡Mundo Mapper es el lugar perfecto para ti! 🎮

Puedes encontrar más información sobre Mundo Mapper en sus redes sociales:

Facebook: Mundo Mapper
YouTube: Mundo Mapper

¡Explora tu creatividad y construye mundos virtuales con Mundo Mapper! 🌍



Si deseas aprender más sobre el mapeo o configurar herramientas como Batch Compiler, Valve Hammer Editor o J.A.C.K, MundoMapper.net ofrece tutoriales útiles. Por ejemplo:

Configurar Batch Compiler 3.1.2: Este tutorial te guía en la configuración de Batch Compiler, una herramienta esencial para compilar mapas en Counter-Strike.

Configurar Valve Hammer Editor 3.5: Aprende los primeros pasos para usar Valve Hammer Editor, la herramienta de creación de mapas para juegos como Half-Life y Counter-Strike.

Configurar J.A.C.K: J.A.C.K. es una herramienta poderosa para diseñar y construir mapas en juegos como Half-Life y Counter-Strike

  • Create New...

Important Information

Accept Terms & Conditions Terms of Use, Privacy Policy We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.