3.0 Is the next build of the ZHLT Tools, that xp-cagey left the community before he joined EA in Mid 2004
Basicly they turn the raw .rmf, or .map into a playable .bsp map file, more info can be found at
As for why, the q tools are over 6 years old, and where very powerful in there day and age, but as the world has progrssed, so has the tool set.
Orignal ZHLT was a coustom set of tools, writen by Zoner, who was an employee of GearBox at the time
Though to answer the qustion, ZHLT are very powerful, fast, and stable, not to mention that they do quite a bit more then the q tools can do, so yes, upgrade your tools, if you have not done so.
Most people will want the 32-bit version, if you don't know which one you need, download this one. Even if you have a 64-bit processor (e.g. AMD Athlon 64) you are most probably running 32-bit Windows. If you have a 64-bit processors, and are running Windows 64-bit, download the version for 64-bit processors.
The Compile tools are built to be used with the below specifications, if your system dose not match these, you may experience lengthy compiles.
ZHLT 3.0 For Half Life 1
Tool set Managed by amckern
News Updates and downloads can be found at http://ammahls.com
View the Official ZHLT Docs at http://www.zhlt.info
You will also need to install the Microsoft Visual C++ 2005 Redistributable Package (x32)
or the Microsoft Visual C++ 2005 Redistributable Package (x64)
BIG THANKS to Carl "XP-Cagey" Patrick, for helping us with code, to rectify the shadow code, and other support through the 3.0 beta stage, with out you ZHLT would not be where it is to day.
3.4 Final (25 Feb 2006)
Testing is over, and no code changes have been made.
The tools are now safe for use, with 32 Bit, and Windows 64.
PLEASE, note that if you are going to run the 64 Bit tools, with a 32 Bit Operating System, you will get an error box telling you that you 'toolname.exe is not a valid Win32 Applaction'. - http://img517.imageshack.us/my.php?image=untitled1ty.png
Testing: Solokiller, x64, Puchi, Other Members of #mapping on GameSurge IRC
3.4 Beta (10 Dec 2005)
First Relase of 64 Bit Tools
Added Cpt_Andrew - Env_Sky code for SOHL Based Levels
3.3 (9 Oct 2005)
Some long standing Bugs - CSG Will no longer crash, unless there is some strange reason
Some ZHLT Light Flag crashing - the ZHLT Flag Shadows are also slightly better
All non SDK Power tools - keeping the tools up to date was/will be a pain
All .html page notes in the log file now point to www.zhlt.info.
Thanks to Wraiyth For the help with the bug we sorted out over MSN, and Animis Immortal for the motavation to get the bug fixes done
220.127.116.11 (3 Apr 2005)
I fixed some cosmetic changes up, such as giving the tools version 3.2.1
Moved the .pl files for opt ENT data, to live in the power tools folder, as they should have! Sorry FragBait0
3.2.1 (14 March 2005)
Removed HINTSKIP, this texture has been a bug, and appears to not work.
3.2 (8 March 2005)
HINTSKIP showing up in the world (AKA Getting rendered, and not discarded as it should have been).
Included the correct HLRAD.EXE Build
3.1 (7 March 2005)
Hint skip texture for GTK. Simply apply it as a group texture - WARNING! I do not have GTK, so this build might be not work as Planed - Thanks DeeTae for the idea.
Some more RAD functions in relation to ZHLT Light Flags.
3.0 Final (3 Feb 2005)
Out Of World Errors in CSG, when the brushes where in-fact proper solids
Primary Colour Bug, with light_env
Infinite v bug in HLRAD, when using odd sided texture lights
Black blotches, when Infinite v would spam
Big Thanks to ts2do, for finding the small bit of code that has stoped Final from coming out for the past 6 months
3.0 Beta 4 (11 Nov 2004)
ZHLT.wad This version fixes some issues when using a texture with capital letters
Lights.rad (Hammer 3.4)
Started converting functions to assembly, in other words, making each bit of code, as fast as it can go, by making it as Simple as possible
CSG and BSP
Cleaned up some tab spacing, so that built in command line options where displayed proper
Crash bug when using Opaque entities
Faster Rad Code by Nem, Improves compile time by about 15-27%
New command line switch (-parse), by Nem that Pareses and reformats entity data stripping all non-essential formatting, to cause less chance of a bug
3.0 Beta 3
This version was a test, for including the MSVC.lib code, it did not work, so was removed after a small internal beta test With members of #mapcore, and #svencoop on Game surge IRC
3.0 Beta 2
Updated Banner, with AJenbo's email address, for shared credits
Added AJenbo's CSG Code
This Code changed the default subdivide to 240, to save on Clip nodes by about 1.2%
3.0 Beta 1
Made the Banner look clean, and updated the Credits
Added an extra line, to the Bug Reports Banner, stating that if you have a mapping error, to ask at the modifications 'Nominated Mapping Help Forum', to help nub mapmakers Updated the compile error reference code to show Tommy14's Error Page that is much more comprehensive then the Standalone ZHLTProblems.html
Tweaked Tool's Complier optimising
Destroyed ALL errors at /w3 level compiles
Added faster Vis code, by Egir
This code changed the VIS Code to a basic form of assembly
Tested with AMD XP Chips, Not tested on Intel Chips or Older CPUs
The Developers behind ZHLT 3.0 would also like to Thank
Torus Interactive, Razor Monkey Studios, Tommy14, Rae, Lego, Gugs, the Guys #countermap, James "Pongels1" Manfield, Unknown Worlds, Mum, Dad, EB Games Australia, The staff at Carmon Drive Takeaway, Chico Foods Australia, P&N Beverages, Paul Payne