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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 05:42 
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Face

Simply one side of a brush. Normal blocks have 6 faces, Pyramids have 5, Cylinders can have as many as you want, ect...


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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 05:45 
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FPS (Frames per Second)

In theory, FPS isnt an advanced concept, but it means something extra to mappers. FPS affects play speed and r_speeds which make a real difference when creating map.


Last edited by -Tyler- on 22 Oct 2011 16:09, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 05:47 
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"xxxxx".fgd

A text file listing all the Entities with their Properties and Flags for use by an editor ie: WorldCraft/Hammer. The fgd will not allow new operations with the game engine, it just defines the Entities for the map editor and compilers. If the game engine will not allow something, nothing you do to the fgd will help, but it may very well hurt.


Last edited by -Tyler- on 22 Oct 2011 16:11, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 05:48 
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Flag

A yes/no setting for an Entity- like open or closed, or loop play, or trigger only. All will be explained in more detail later...



Sample Flag Screen

Attachment:
flags.jpg
flags.jpg [ 8.44 KiB | Viewed 6080 times ]


Last edited by -Tyler- on 22 Oct 2011 16:12, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 05:51 
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Front End (credit to Tommy of Escondido's Mapping Tutorials)

"A program that makes a batch file to compile your map with the minimum of resources taken. Easier than writing a batchfile yourself, but it takes a teeny bit more RAM than your own batchfile. Examples: HLCC/TBCC, Nemisis' Batch Compiler."


Attachment:
batch_compiler.jpg
batch_compiler.jpg [ 30.66 KiB | Viewed 6080 times ]


Last edited by -Tyler- on 22 Oct 2011 05:55, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 05:54 
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FULLBRIGHT

The state of a map that had a failed compile. Weather a LEAK error was detected, or VIS was a retard, or anything else along those lines. You can tell if your map is in FULLBRIGHT mode because it will be fully lit up - no shadow or shades of color - and FPS will significantly drop.


Last edited by -Tyler- on 22 Oct 2011 16:15, edited 2 times in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:01 
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HINT

A special texture that when applied to a brush makes an invisible line to cut a VIS leaf into 2 or more parts, to control line-of-sight and reduce wpoly counts. HINT is usually used on only one face of a brush, the rest of the brush is textured SKIP. Be careful however as improper usage will increase wpoly counts and therefore FPS and gameplay will be affected.


Last edited by -Tyler- on 22 Oct 2011 16:20, edited 2 times in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:05 
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Hollow

A tool in WorldCraft that allows you to hollow a brush. Often leads to compiling problems or extra wpolys/bad r_speeds/lag. Most mappers build a hollow item one side at at time, brush by brush.


Last edited by -Tyler- on 22 Oct 2011 16:24, edited 2 times in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:07 
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Hull

The "outside" skin/face plane/facets boundries of a model, including the map which is considered a model. HL & mod maps have 4 hulls, one for visual rendering and 3 for collision detection. Hull only seems to be mentioned when you have a LEAK error, or when modeling.


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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:09 
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Leaf

A triangular area/wedge of the map used by VIS to determine line-of-sight through portals to other leafs, so that the engine will know which wpolys to draw on screen. This relates to r_speeds, because if you can see from one leaf/portal into others, then all the wpolys in the other leafs are drawn by the game engine, and r_speed is affected.


Last edited by -Tyler- on 22 Oct 2011 16:47, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:13 
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LEAK

The map has a "hole" out of the world into the void. This is a BSP compile error. A point fileis made and can be used in the mod to find the LEAK area. The nearest entity to the LEAK is named as a reference, only rarely is it the source of the LEAK though- so do not bother deleting it. If you have a LEAK [url=www.http://absurdminds.net/forums/viewt ... 6272#p6272]VIS [/url] and RAD will not run, your map will be in FULLBRIGHT mode.


Last edited by -Tyler- on 22 Oct 2011 16:59, edited 2 times in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:26 
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Line of Sight

Deals with which VIS leafs "see" each other. Brush entities are see-through, but their faces still count for wpolys.


Last edited by -Tyler- on 22 Oct 2011 17:02, edited 2 times in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:28 
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Model

A special construct used in a map, sort of a 3D painting. It makes epolys but not wpolys. Examples- weapons on the ground, player's bodies in HL mods, sometimes non-player characters, like monsters or hostages. Milkshape is generally considered the best tool for making models.


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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:29 
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Notepad

A text editor used to check and fix problems in the .map file. Notepad can even be used to create a map by itself ! If you know what your doing that is...


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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:31 
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NULL

A special texture that ,when applied to a brush face, causes that brush face to be removed during the compile process - works only with the newer compile tools ie: Zoner's/Nemisis' compile tools.


Last edited by -Tyler- on 22 Oct 2011 17:04, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:32 
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ORIGIN

A special texture that when applied to a brush makes an invisible brush, this brush MUST be used with a brush entity like: a rotating door (as a hinge), a rotating object like a fan (the shaft), a vehicle (as the ground contact), or a train (as the track contact). It cannot be left by itself, or it makes an error in compile.


Last edited by -Tyler- on 22 Oct 2011 17:05, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:35 
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Plane

A group of three points make up a face. Multiple faces make an object apper to be 3D. The intersections of the face plane with the other face planes of a brush define the edges. Actually, a face has more than 1 plane, for each face of a brush, 8 planes are created. That's because each face creates 2 planes (front and back) for each of of 4 hulls (1 drawing, 3 collision). Like bits in a word processor, planes in a map are the hidden basis for everything that is done. This is the main reason for the co-planar error in CSG- if two planes are parallel and overlapping, they go on forever....


Last edited by -Tyler- on 22 Oct 2011 17:07, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:38 
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Prefab

A combination of one or more brushes and Entities. There are prefab chairs, tables, soft drink machines in WorldCraft/Hammer - and you can download prefabs made by others from the web. Other people's prefabs often are poorly made, however, and often cause errors during compile or testing of the map. Even the best may have many hidden wpolys and so cause lag, so be careful !


Last edited by -Tyler- on 22 Oct 2011 17:09, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:40 
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"xxxxx".pt#

A series of special files made during compile to pass on vital data to the next (compiling) program in the compiling series.


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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:42 
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"xxxxx".pnt

A special file to help locate and solve LEAK errors.


Last edited by -Tyler- on 22 Oct 2011 17:09, edited 1 time in total.

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