• Model workflow - Really valve?
    46 replies, posted
[QUOTE=European Lurker;26011803]If anyone in this section ever works at Valve, you can go slap Mike Durand in the face because he's the person responsible for the public SDK, and has repeatedly stated he didn't give two shits about it[/QUOTE] Proof?
valves fucking lazy
[QUOTE=Black_Stormy;25887814] Really *group or person here*? Really? You're all a bunch of cunts.[/QUOTE] i love that part
[QUOTE=Tanner;25892311]I've compiled a lot of models, of all varieties, and I can honestly say it's nowhere near as bad as all that. The SDK has its fare share of problems and areas for improvement, but an educated user knows how to avoid the pitfalls and organise their workflow properly. If you take the time to actually learn how to write .QC files, as opposed to using dumb community-made GUIs, you'll cut back on half of the time you spend running in circles by actually knowing how to rectify a problem when it arises. Studiomdl always works for me, so if it's only working 'half the time on a good day' for you, you're obviously bungling something. Scaleable models would be nice, but not as a method of medicating a mistake you made. Why whine about having to recompile your models, anyway? Since the 2007 engine, models update in Hammer the second they're recompiled. Also, the flexibility of the VMT system is great and I sincerely hope you understand why it exists. Honestly? That has never, ever happened to me. I can't imagine that happening to [i]anyone[/i], in fact. You really need to revise your strategies if this is happening because it's not normal. First and foremost, [i]you[/i] need to revise your methods. There's no reason on earth for it to take this long if compiling models is something you do frequently and there's no reason to faff around with 4(?) different versions of studiomdl. There's one, in the \orangebox\bin\ folder that will do everything you want it to. I can't fathom how it can take you 30 minutes to write a .qc and drag it onto the studiomdl icon. To reiterate, the SDK has its problems, but the bottom line is [b]a lousy workman blames his tools[/b], so here are a few tips that can speeed things up for you in the future: [b]1.[/b] Do all of your modelling from a working folder (IE C:\Models) and create a subfolder for each individual model (IE C:\Models\Ninnyhammer\). [b]2.[/b] Reuse .QC files. If you're just making simple physics props, there's no reason whatsoever to make new .QCs for each one. Copy the .QC from \Ninnyhammer\ to \Jinnyhammer\, open in notepad, CTRL+H, replace all instances of 'Ninnyhammer' with 'Jinnyhammer', save, drag, drop, done. [b]3.[/b] Don't generate redundant content. A convex object can use its reference model as a collision model and every model can use its reference as an 'idle' animation. Only one SMD needs to be exported for a convex object. [b]4.[/b] Don't use community-made GUIs. It harbours total incompetence. Actually learn the applicable .QC commands and their syntax so you can use them on the fly. It sounds like there's a lot more that you need to know, but I'll leave it there. Bottom line is: Yes, the SDK could really use some improvements and updates to streamline things, but you're wasting a [i]lot[/i] of time due only to a lacking skill-set. Good luck.[/QUOTE] I find the statement: "Honestly? That has never, ever happened to me. I can't imagine that happening to [I]anyone[/I], in fact. You really need to revise your strategies if this is happening because it's not normal," to be ignorant. This has happened many times over the course of valve's development of the annoying sdk. Hammer, I hate hammer with a passion. Likes to crash.
Source engine is much easier than many other engines.
Valve and modding is like an abusive relationship. You can mod but don't think we are actually going to help you.
[QUOTE=Carbon Knight;26056957]Valve and modding is like an abusive relationship. You can mod but don't think we are actually going to help you.[/QUOTE] Yes they actually expect you to WORK! [sarcasm]Perish the thought![/sarcasm]
[QUOTE=Itauske Roken;26064856]Yes they actually expect you to WORK! [sarcasm]Perish the thought![/sarcasm][/QUOTE] ...with half broken tools! :buddy:
[QUOTE=Juniez;26065018]...with half broken tools! :buddy:[/QUOTE] The same tools they use.
people need to realize some of us are just trying to replace an ugly model (coach, rochelle, nick, ellis for example). we're not trying to have total command over the engine. we just want the damn tools to work more than 30% of the time.
[QUOTE=Itauske Roken;26064856]Yes they actually expect you to WORK! [sarcasm]Perish the thought![/sarcasm][/QUOTE] There is a difference between learning a programming language and using a program held together by chewing gum.
valve do have extra tooks, but as far as i know nothing to do with modeling
Valve's SDK has always worked for me. Especially the model part. Every time I think there's something wrong with the compiler, I end up finding errors in my QC or somewhere else. It [b]is[/b] a clunky system, but it works great if you know what you're doing.
[QUOTE=Jaanus;26074879]Valve's SDK has always worked for me. Especially the model part. Every time I think there's something wrong with the compiler, I end up finding errors in my QC or somewhere else. It [b]is[/b] a clunky system, but it works great if you know what you're doing.[/QUOTE] This. Now quit whining about the programs you're using.
[QUOTE=av3nger3;26048395]I find the statement: "Honestly? That has never, ever happened to me. I can't imagine that happening to [I]anyone[/I], in fact. You really need to revise your strategies if this is happening because it's not normal," to be ignorant. This has happened many times over the course of valve's development of the annoying sdk. Hammer, I hate hammer with a passion. Likes to crash.[/QUOTE] Hammer does not crash much. I have something like 800 hours on record for Source SDK (which means hammer, because it's the only feature in the SDK I use) and hammer has never crashed for me. Literally never. The only thing close to a crash would be when I was messing around and I subdivided some particularly ambitious displacement and it became unresponsive for a good 10 minutes while it calculated where the hundreds of vertices should be.
you just don't know how to use it you cry babies. [editline]16th November 2010[/editline] if you can't get it to work, that means you should pick something else for your career!
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