[QUOTE=Reactors;27974415]I hope this includes real time lighting and stuff, or is that not the type of update we're talking about?
Oh, also, any estimates on when this will be out?[/QUOTE]
iirc valve still use baked lighting. Just using projectedtextures more.
how exactly do you render your baked lighting on your textures?
Anyway, I hope the new hammer will make our lives much easier.
baked lighting is the one you compile your map with if I haven't understood it wrong
[QUOTE=Depth08;27976296]how exactly do you render your baked lighting on your textures?
Anyway, I hope the new hammer will make our lives much easier.[/QUOTE]
Excuse me baked lighting would be taking a pre-rendered scene, then making it unlit so its not affected by lightmaps. I'm referring to the pre-rendered lighting source uses today. Rather than deffered lighting for example.
Better fix Source SDK '07's Hammer whilst they're at it.
I hope we get something like a Chamfer and Fillet tool...
[QUOTE=gk99;27985424]Better fix Source SDK '07's Hammer whilst they're at it.[/QUOTE]
They'll probably make new Hammer support all the engines (old and new) with equal functionality. I wouldn't put it past them if they bundled the entire SDK into a single form again (not having a stupid engine drop-down menu) and the whole SDK program will most likely get a well-deserved facelift.
I seriously hope they do.
[QUOTE=gk99;27985424]Better fix Source SDK '07's Hammer whilst they're at it.[/QUOTE]
You're supposed to use the 2007 hammer with 2007 engine mods and 2009 hammer with 2009 games.
[QUOTE=kukiric;27988853]You're supposed to use the 2007 hammer with 2007 engine mods and 2009 hammer with 2009 games.[/QUOTE]
This.
When get our hands on Source 2009 (we can currently only map for source 2009-games) and SDK Base 2009, THEN we can make mods and maps for them on 2009.
Yay.
I really hope there's a "Foliage paint" tool that will paint grass/shrub sprites of your choice onto a solid or displacement. That would be cool.
I think I'm going to miss the type of mapping we have right now though. I kind of like it the way we have it right now, although it's all difficult, I just find it fun. :smith:
[QUOTE=HiddenMyst;27965658]Prepare for the influx of a new generation of shitty maps which are easier to make when Portal 2 SDK arrives.[/QUOTE]
New From Valve! Drag and drop editor! :gonk:
I think they're just planning on streamlining a lot of shit and fixing bugs and stuff. De-funkifying the SDK, basically.
I wouldn't get my hopes up for shit like "foliage painting" or real time lighting views in Hammer.
[QUOTE=nubblecakes;28001799]I think they're just planning on streamlining a lot of shit and fixing bugs and stuff. De-funkifying the SDK, basically.
I wouldn't get my hopes up for shit like "foliage painting" or real time lighting views in Hammer.[/QUOTE]
Yeah, this is what I hope for too. However, I do dream for a really simple way of getting content in game. That would be so awesome.
They've probably got GPU accelerated compiling in the pipeline too. If not with the upcoming update, it'll be on their agenda for some time in the near future. CPU compiling is far too archaic to keep up with the current generation of computer games.
Things id like to see:
- Real time lightning
- Remove the carve tool (worst tool ever)
- a material editor just like the one in the UDK
- an I/O system similiar to Kismet in the UDK
[QUOTE=kaukassus;28005394]Things id like to see:
- Real time [B]lightning[/B]
- Remove the carve tool (worst tool ever)
- a material editor just like the one in the UDK
- an I/O system similiar to Kismet in the UDK[/QUOTE]
point_tesla.
Those probably wont happen. If I read correctly, they are doing bug fixes/improving some tools.
Valve don't use real time lighting, but you can get a very simple preview with the ray trace preview in the 3D view.
[QUOTE=kaukassus;28005394]Things id like to see:
- Real time lightning
- Remove the carve tool (worst tool ever)
- a material editor just like the one in the UDK
- an I/O system similiar to Kismet in the UDK[/QUOTE]
Hammer io is simpler to use than udk io.
[QUOTE=salmonmarine;27997625]I really hope there's a "Foliage paint" tool that will paint grass/shrub sprites of your choice onto a solid or displacement. That would be cool.[/QUOTE]
Oh fuck yes, that in combination with choosing a texture of any choice and simply paint it on the displacement without having to rely on blendtextures would be so powerful and useful!
[QUOTE=IronPhoenix;28006593]Hammer io is simpler to use than udk io.[/QUOTE]
but the UDK I/O system is better to work with (my opinion)
[QUOTE=kaukassus;28007409]but the UDK I/O system is better to work with (my opinion)[/QUOTE]
Then go use UDK
[QUOTE=GameDev;28007936]Then go use UDK[/QUOTE]
I would if I could do maps for source games.
Kismet is great and so is the Hammer I/O system.
to be honest the structure creation in hammer is perfect right now, in my opinion. its simple enough to learn, and make a decent map, with a medium level of effort.
displacements piss me off though. a better way needs to be formed in terms of their creation.
Oh,very happy theme.
[QUOTE=Hellsten;28006672]Oh fuck yes, that in combination with choosing a texture of any choice and simply paint it on the displacement without having to rely on blendtextures would be so powerful and useful![/QUOTE]
Yeah, this would be fantastic!
[QUOTE=salmonmarine;27997625]I really hope there's a "Foliage paint" tool that will paint grass/shrub sprites of your choice onto a solid or displacement. That would be cool.[/QUOTE]
That is a genius idea. I would love to see it put in. :buddy:
I'd like to see vmt/vtf editor in hammer and an "i/o chart", wich will make easier to make complex i/o systems.
Sorry, you need to Log In to post a reply to this thread.