Mapping

Руководства по настройке серверов CS 1.6, исправлениям, разработке плагинов и администрированию.

22 Руководства

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.