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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:45 
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R_speed

Redraw or Refresh speed. Factors such as: transparencies, epolys & sprites affect r_speeds, and r_speeds affect fps and lag.


Last edited by -Tyler- on 22 Oct 2011 19:13, edited 2 times in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:47 
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RAD

One of the four compiling tools and the final of the four compiling programs to do It's job. It takes the data from VIS and uses it to sort of ray trace light from sources onto textures, and then it assigns each texture its light value so the game engine does not have to ray trace light while you are playing. RAD requires a lot of RAM (128M+) and a lot of CPU/coprocessor and often a lot of time.


Last edited by -Tyler- on 22 Oct 2011 19:16, edited 2 times in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:51 
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Render

The term render can be used to describe a number of things.
1.The game engine putting textures into a game on brushes, or
2. A property of an Entity that tells the game engine how to display a entity brush, or
3. The name of a special Entity that also tells the game engine how to display an Entity Brush.


Last edited by -Tyler- on 22 Oct 2011 21:07, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:55 
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Scale

This can mean either the face plane of a brush subdivided for lights (compiling "making scales"), or how large the texture is stretched on the face plane (scaling the texture) in most -all- cases.


Last edited by -Tyler- on 22 Oct 2011 20:54, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:56 
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SKIP


A special texture used with HINT texture on a brush, it just tells the compile to ignore that face plane and delete it. SKIP cannot be used with any other texture.


Last edited by -Tyler- on 22 Oct 2011 20:59, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 06:58 
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SKY

A special texture used in mapping, if used in the world of a map it is invisible brush, if used on the edge of the world it shows the sky environment, that is, TGA pictures. If all sides of a brush have the SKY texture then it gives off light, as the env(iornment) light entity tells it to. If you do not use Zoner's compile tools, then you must by hand put CLIP brushes in front of SKY to stop players from walking out of the world map.


Last edited by -Tyler- on 22 Oct 2011 21:02, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 07:00 
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Sky_environment

A set of six TGA pictures that are shown on the sides, top and bottom of a map though the SKY texture. Usually the TGA files are found in mod/gfx/env folder.


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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 07:02 
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Sprite

A 2D picture, still or animated, that always faces a player. Often used for fires, or trees and plants- but it has some weaknesses. For example, if you look down on a sprite from above it still show the same face, so it looks like the tree is lying sideways or the fire is flaming sideways- a bit odd. Sprites can sometimes cause some loss of fps/lag, but not as badly as wpolys do.


Last edited by -Tyler- on 22 Oct 2011 21:04, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 07:05 
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Texture Light

A brush with a texture that the lights.rad text file says gives off light. does not have to be an Entity. The preferred method of giving light indoors instead of point Light Entities. All texture lights everywhere of the same texture name have the same light setting, unless they are tied to an Entity that has a different setting.


Last edited by -Tyler- on 22 Oct 2011 21:09, edited 1 time in total.

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

If more than one instance of a texture can fit on the face of a brush, then it tiles along the size of the non-stretched texture or the 244 size limit which ever is smaller. If the texture is stretched larger than 244, then the texture tiles according to the larger texture size.


Last edited by -Tyler- on 22 Oct 2011 21:10, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 07:07 
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Transparency

A special texture or effect of texture that allows a player to see through some or all of the brush. Transparency rendering on some machines is supposed to take an extra pass or more, multiplying the wpoly effect or r_speeds in that area of the map by 150% or more. example: to make a window, make a brush with a glass textures, tie to a func_breakable, and set properties to texture mode and FX to 90.


Last edited by -Tyler- on 22 Oct 2011 21:13, edited 3 times in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 07:08 
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Trigger

A special brush Entity that makes other Entities or effects start to happen, or stop happening.


Last edited by -Tyler- on 22 Oct 2011 21:14, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 07:09 
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Vertex

In WorldCraft/Hammer a vertex is the corner, or edge, of a brush. This can moved with the vertex manipulation tool, but it can easily go bad resulting in you making an illegal brush or causing compile problems.


Last edited by -Tyler- on 22 Oct 2011 21:14, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 07:11 
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VIS

The third of the four compiling programs, it takes the .pt2 file from BSP with all the leaf and portal data, and figures out line-of-sight, which leaf portals can see which other leafs. This info is sent to RAD. VIS uses the math coprocessor, but not too much RAM. There is also NETVIS which allows more than one CPU to work on VIS. VIS can be very slow, especially with large and complex maps- time required goes up with the square of the number of leafs. Finally VIS has problems with vertical connections like stairs and mine shafts. Always VIS -full when you can.


Last edited by -Tyler- on 22 Oct 2011 21:18, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 07:12 
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VisGroups

Have nothing to do with VIS, should have been given another name. It is just a grouping in WorldCraft/Hammer .rmf format to allow easier handling of the group while mapping. Visgroups do not exist in .map format


Last edited by -Tyler- on 22 Oct 2011 21:19, edited 2 times in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 07:15 
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"xxxxx".wad

A special HL file type that holds a series of textures. More than 8 of these in WorldCraft may cause odd things to happen. All wads should be kept in the folder of the mod, example: seirra/halflife/TFC. It is considered good manners to thank the author of any wad you used in your map for the wad.


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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 07:16 
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Wordpad

See "Notepad"


Last edited by -Tyler- on 22 Oct 2011 21:20, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 07:17 
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World

Term for the area in the map, or for regular brushes or for VISBrush Entities. If a brush or Entity is out of the world, or partly out of the world it gives an error in compiling. Also in WorldCraft there is a switch on the left for returning a brush from an Entity "to world", that is regular status.


Last edited by -Tyler- on 22 Oct 2011 21:23, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 07:18 
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Wpoly

A flat polygon shape (like a triangle, square, pentagon, or other) needed to render the world brushes or Entity Brushes in your map. Remember: all brush faces have wpolys, even Brush Entities.


Last edited by -Tyler- on 22 Oct 2011 21:25, edited 1 time in total.

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 Post subject: Re: Hammer Terms
PostPosted: 22 Oct 2011 07:19 
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World Spawn

An Entity or map info about the basic settings and properties of a map, like the name, maximum viewable distance, what will be the sky_enviornment, in some mods whether there will be fog, what WADS will be needed, and more.


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