Mapping
Guias de configuração de servidores CS 1.6, correções, desenvolvimento de plugins e administração.
Fix: 'Texture axis perpendicular to face'
What the ZHLT/VHLT warning means, why vertex-manipulated faces produce it, and how to re-align the texture in Hammer so the compile is clean.
VHLT / ZHLT Compile Parameters: Fast Draft vs Final Quality
What each of the four GoldSrc compile stages does and the real flags that matter — a fast draft pass for iteration and a full-quality pass for release, with no invented switches.
Fix: Missing or Black Textures In Game
Why a map shows black, purple-checkered, or missing textures in game, and how WAD embedding, client-side WADs, and correct texture names put them back.
Making Your First CS 1.6 Map: de_ Layout and Required Entities
Build a minimal but playable defusal map: seal the world, place both team spawns, add buy zones and a bomb site, light it, and compile it into cstrike/maps.
Fix: MAX_MAP_CLIPNODES Exceeded
What clipnodes are, why complex brushwork blows past the GoldSrc limit, and how func_detail, CLIP/NULL texturing, and simpler geometry bring the count back down.
Embedding WADs vs Using -wadinclude
How hlcsg handles textures, what -wadinclude actually bakes into the BSP, and the modern rule: embed your custom WADs, keep the standard cs WADs external.
J.A.C.K. Editor Setup for CS 1.6 (Game Config, WADs, Compile Tools)
Configure J.A.C.K. for Counter-Strike 1.6 from scratch: the game configuration, FGD, WAD texture list, compile tool paths and where compiled maps land.
Fix: 'AllocBlock: Full' (Too Many Lightmaps)
Why the GoldSrc engine throws AllocBlock: Full when a map has too many unique lightmaps, and how to fix it with texture scaling, fewer lights, and the -chart report.
VIS Optimization with hint and skip Brushes
How hlvis builds the PVS, why r_speeds spike in open maps, and how to place HINT/SKIP brushes to subdivide visleafs and cut what the engine has to draw.
Fix 'LEAK in hull 0': Reading the Pointfile in CS 1.6 Maps
What a leak actually is, why hlbsp aborts VIS, and how to load the generated .pts/.lin pointfile in your editor and in-game to walk straight to the hole.









