He had to rename some hundred textures (about 900) by hand to make them work correctly in Lambda1vr. This is a pack painstakingly adapted from HL:GOLD by "Crowbar" by close project friend VR_Bummser. Go to options, Video and tick "allow materials". Copy the contents of this folder (not the folder itself) into the "valve" folder on your Quest (This may take a long time). In the Zip file you will find the folder "STEP 5/valve".In the Zip file you will find the folder "STEP 4/valve".Download the AI Upscaled Textures from here.We recommend doing this via standard Windows Explorer rather than SideQuest. Copy the entire folders contents (not the folder itself) into the "valve" folder on the Quest (This may take a long time). Inside you will find a folder called "valve_hd".Navigate to your Steam Library folder and and locate the Half Life folder (typically: C:\Program Files (x86)\Steam\steamapps\common\Half-Life).The HINTSKIP texture was removed in ZHLT 3.2.1.This option is for people who wish to keep the exact "feel" of the game but would like sharper textures. The SKIP texture is non-solid and has no special effects. The SKIP texture is used to cover all the other faces of a brush which have a face with a HINT texture. The CLIP texture now works in the same fashion as the NULL texture for backwards compadibility. If you want to disable this, then just make the brush a func_illusionary. This is to preserve the collision detection of the entire brush. NULL textures will still block the player in Half-Life (and anything else that should collide with a wall), even though they are not rendered.This is intended behaviour, and should be accounted for by the mapper. a brush acting as the outer layer of your map, sealing it from the void), then in Half-Life the absence of any textured polygon(s) being rendered in that space will cause a Hall of Mirrors effect. If you have a NULL surface on a HULL brush (i.e. While it does lower the w_poly count, it apparently also lowers the fps rate, thereby defeating its original purpose. You can also use the SKY texture for this exact same purpose, although it is debatable whether this is actually beneficial. The main point of this texture is to use it on faces that the player would under normal circumstances never see, so that those faces will not add to the w_poly count and lower the fps (frames per second) rate (that doesn't mean you can't use it for whatever you want, however). You should be able to apply it to any entity or world brush within your map. The NULL texture is one that is removed from the map during compilation, so that it won't exist when you play the compiled. More information about how to use the HINT/ SKIP textures is available here. The HINT texture is applied to only one face of a brush, the other faces must be SKIP, and the whole brush is known as a "hint brush". It is used in certain situations to reduce r_speed values, although misuse can increase r_speed values. This texture is used to force BSP to create a break in the VIS block. It can be used to eliminate exterior corner clipping bugs without using " -cliptype precise" (although " -cliptype precise" is still the recommended method for removing clipping errors, as this feature is experimental). This texture acts like a NULL texture but also doesn't expand when generating clip hulls. An example of an existing special texture is the CLIP texture from the Half-Life wads, which is used to create a solid but invisible barrier. They do not act like normal textures as they are not rendered, but instead tell the compile tools to perform certain functions. These are new textures, found in the zhlt.wad file. ZHLT special textures - Zoner's Half-Life Tools reference (ZHLT) ZHLT special textures
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