• Gabe Newell on Hammer and the SDK
    281 replies, posted
[QUOTE=oskutin;28013939]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.[/QUOTE] Yeah, that would come handy.
I'd really like to see a Valve made material editor that would maybe make it so you could just drag a file (*.png, *.tga, etc) into your map and it would automatically make a VTF and VMT (If the image name was mytexture.png, it would become mytexture.vtf and have an automatically generated mytexture.vmt) and put them in materials/your_map_name/. And if you didn't have a map name, it would save in a temporary folder until you save, and if you don't by the end of that session you lose them. Then for people doing water textures or bumpmaps and stuff, you'd do the same thing, just edit the VMT by hand. I don't know, I just thought that would be an awesome addition to hammer. The main reason I don't normally use custom textures is because I hate dealing with all of the stuff.
You know what'd be fucking awesome but I doubt would ever be done? Cooperative mapping. Like... 2+ people all map on the same 'canvas' at once. That way you could get a team of people together and allocate separate tasks to each of them and very rapidly construct a HUGE map. And if you have, say, four people mapping at once, and one person's computer crashes? No biggy. Three other people still have the file open.
[QUOTE=sltungle;28020846]You know what'd be fucking awesome but I doubt would ever be done? Cooperative mapping. Like... 2+ people all map on the same 'canvas' at once. That way you could get a team of people together and allocate separate tasks to each of them and very rapidly construct a HUGE map. And if you have, say, four people mapping at once, and one person's computer crashes? No biggy. Three other people still have the file open.[/QUOTE] I kind of see what you mean. That would be pretty cool, someone could go through and do the basic brushwork, then the other guy that thinks the first guy is a dick has to do all of the art on it.
Can not wait to see what the next hammer will be like.
Would also like to see live animating textures in editor, would be neat.
[QUOTE=Reactors;28022051]I kind of see what you mean. That would be pretty cool, someone could go through and do the basic brushwork, then the other guy that thinks the first guy is a dick has to do all of the art on it.[/QUOTE] Well preferably it'd all be collaborated well if you were on a proper project and everyone would have a set task (basic brush work, detailing, texturing, entity work, etc). But it could also be fun for dicking around in to see what a bunch of people could put together.
[QUOTE=kaukassus;28005394] - Remove the carve tool (worst tool ever) [/QUOTE] You know valve uses the Carve tool?
[QUOTE=Best4bond;28022858]You know valve uses the Carve tool?[/QUOTE] They probably took ten hour training courses on how to fight the blocks that are carved by circles.
I would like to see a way to pack all the custom textures and models into the map straight from hammer. Pakrat has always confused me, and I still don't understand it.
[QUOTE=Best4bond;28022858]You know valve uses the Carve tool?[/QUOTE] Only for mock-ups and references. Have you ever seen them [u]release[/u] a map with big carved brushes populating it's dark corners?
[QUOTE=HiddenMyst;28025103]Only for mock-ups and references. Have you ever seen them [U]release[/U] a map with big carved brushes populating it's dark corners?[/QUOTE] He's actually right, I've seen official released maps by Valve in which some areas Carve was used, in HL2 and L4D1.
Heell yeah
[QUOTE=Livewire123;28026081]He's actually right, I've seen official released maps by Valve in which some areas Carve was used, in HL2 and L4D1.[/QUOTE] Doesn't mean we should use it.
Valve probably just uses it to save time. I mean think of how much easier it is when you're just working fast. Then I'm sure they get rid of it over time though. That's the way I think of it, it seems like they'd just use it when they're doing the basic layout.
Havin' *uhhh* the *uhhh* biometric *uhhh* :D
I listened to about 17 minutes of that interview, so is Valve really working on a submarine game? It sounds kind of cool, but what would you do exactly? Just float around and discover fish? :P Not trying to sound like an ass, I just really don't understand what you'd do in a submarine like that.
A feature i would actually like to be implemented to hammer, or atleast come with the sdk would be a snow\rain precip calculation, to predict how snow would fall in a map and allow you to add realistic snow banks and covering, based on wind speed, how much snow fall, ect
[QUOTE=HiddenMyst;28004766]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.[/QUOTE] Not to mention Beast has an amazing amount of support for GPU compiling, they've actually managed to get it to compile full radiosity in 3 seconds in a real time environment. [hd]http://www.youtube.com/watch?v=DJi-A_m1ApU[/hd] Video was done on a GTX 260.
[QUOTE=Legend286;28036928]Not to mention Beast has an amazing amount of support for GPU compiling, they've actually managed to get it to compile full radiosity in 3 seconds in a real time environment. [hd]http://www.youtube.com/watch?v=DJi-A_m1ApU[/hd] Video was done on a GTX 260.[/QUOTE] So since I have SLI GTX 260s that means I could do that. xD I think Valve should add a way to have the game open in one of the smaller windows like the preview window. And maybe an option to compile only selected areas on the map, then you'd be able to easily test your map. I hate when you have a huge map and compiling takes for ever.
[QUOTE=Reactors;28037562]So since I have SLI GTX 260s that means I could do that. xD I think Valve should add a way to have the game open in one of the smaller windows like the preview window. [b]And maybe an option to compile only selected areas on the map, then you'd be able to easily test your map. I hate when you have a huge map and compiling takes for ever.[/b][/QUOTE] [url]http://developer.valvesoftware.com/wiki/Hammer_Cordon_Usage[/url] Wish granted.
[QUOTE=Rubber Ducky;28037690][url]http://developer.valvesoftware.com/wiki/Hammer_Cordon_Usage[/url] Wish granted.[/QUOTE] Oh my damn. I've wondered what that did for the past like year. I wish I would have known about that before. :(
[QUOTE=Reactors;28037562] And maybe an option to compile only selected areas on the map, then you'd be able to easily test your map. I hate when you have a huge map and compiling takes for ever.[/QUOTE] That's already a feature. [editline]14th February 2011[/editline] :(
I have the attention span of a chicken. Out of the 30 or so projects I've started, I've released one [I]small[/I] Portal map. I don't think that this will help, but I like it! :D
[QUOTE=Lord Ned;27966259]Unfortunately, long term realization for games is a mocap facial system which would make it very hard for modders.[/QUOTE] well, with any luck, the advancement in facial motion capture technology will eventually allow people to use their webcams and stuff, so it all evens out! Also, I love Gabe.
[QUOTE=Reactors;28036125]I listened to about 17 minutes of that interview, so is Valve really working on a submarine game? It sounds kind of cool, but what would you do exactly? Just float around and discover fish? :P Not trying to sound like an ass, I just really don't understand what you'd do in a submarine like that.[/QUOTE] That was before Valve was even created, they [B]wanted[/B] to do one, they aren't doing one anymore.
I also cant wait to see what they change. The one thing i wish they would add is a faster "testing/compiling" map function. Like udk, if you want to test your map you just click the button and boom couple seconds later your playing the map.
[QUOTE=Zally13;28040077]That was before Valve was even created, they [B]wanted[/B] to do one, they aren't doing one anymore.[/QUOTE] Oh, thanks. I have very selective listening. :( I guess I skipped over a part. Someone says, "Holy shit man, the apocalypse isn't happening." I'll probably just hear, "Holy shit man, the apocalypse!" and do enough terrorist acts to start an apocalypse. :3: I bet they change some things we're not even going to be close to thinking of. [img]http://library.creativecow.net/articles/ussing_jonas/clouds_3dmax/teapot.jpg[/img] Maybe now we can make Teapots. :smug:
[QUOTE=Reactors;28046809]Maybe now we can make Teapots. :smug:[/QUOTE] Nope, sorry.
[QUOTE=Kookas;28051425]Nope, sorry.[/QUOTE] Well obviously. I was being a smartass because 3DSMax.
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