• Gabe Newell on Hammer and the SDK
    281 replies, posted
This is great news, source is so ugly without heaps upon heaps of extra work.
[QUOTE=Sean C;28269852]This is great news, source is so ugly without heaps upon heaps of extra work.[/QUOTE] Source is ugly when people make maps with the same old boring 2004 HL2 textures.
[QUOTE=HiddenMyst;28277193]Source is ugly when people make maps with the same old boring 2004 HL2 textures.[/QUOTE] Hardly anyone uses the stock HL2 textures apart from newbie mappers and people who can actually make them look good.
[QUOTE=HiddenMyst;28277193]Source is ugly when people make maps with the same old boring 2004 HL2 textures.[/QUOTE] HL2 looks fine, arguably. It is not the textures, but how they are used.
Oh yea, I hope they fix the bug in faceposer when you try and shorten a word and it crashes, and in my opinion, they should also make hammer a little more user friendly.
[QUOTE=WebOfTrust;28288937]HL2 looks fine, arguably. It is not the textures, but how they are used.[/QUOTE] There's no arguing that they're low quality compared to today's standards though, but they were awesome for their time. (When HL2 was first released) [editline]25th February 2011[/editline] [QUOTE=Gmodcinema;28289616]they should also make hammer a little more user friendly.[/QUOTE] I'm inclined to agree but then that'd just make it even easier for some moron to pick it up and start churning out shit maps.
I thought they already did The quality of the shit maps will just rise a bit
-snip double post-
The main thing I think could be daunting to new users is optimization. Personally, I haven't look at a lot into it because it seems daunting. However, I can't really see how they would make hammer / the compiler add stuff like that in automatically. They could have a tool that helps users create area portals and stuff...
[QUOTE=benjgvps;28300179]The main thing I think could be daunting to new users is optimization. Personally, I haven't look at a lot into it because it seems daunting. However, I can't really see how they would make hammer / the compiler add stuff like that in automatically. They could have a tool that helps users create area portals and stuff...[/QUOTE] Vvis ?
What Hammer really needs is better support for invalid brushes. Maybe when you compile with some odd placed verts, the compile tools could mark the invalid faces with a red colour and make it easier to show which way would be best to triangulate it whilst maintaining convexity and shape. [QUOTE=WebOfTrust;28288937]HL2 looks fine, arguably. It is not the textures, but how they are used.[/QUOTE] Of course HL2 looks fine using the HL2 textures. That's what they were designed for :downs: I'm talking about the countless maps which are cities using those old run down street and warehouse textures over and over.
[QUOTE=HiddenMyst;28310969] Of course HL2 looks fine using the HL2 textures. That's what they were designed for :downs: I'm talking about the countless maps which are cities using those old run down street and warehouse textures over and over.[/QUOTE] Yeah, after all the HL2 city textures were made for a world that's pretty much run down and shitty and people use them in modern day city maps?!
Source engine 2009 source code would be invaluable.
[QUOTE=Tempest;28317968]Source engine 2009 source code would be invaluable.[/QUOTE] You do realize that you can manually make a 2009 source mod.
I really hope they also fix the color correction tools, so I can use colorcorrection ui without needing to have a color correction volume or entity in the map and it doesn't double itself up when you save it.
I cannot WAIT! This better come soon.
[QUOTE=Zay333;28320938]You do realize that you can manually make a 2009 source mod.[/QUOTE] Not using 2009 engine code, because it's unreleased. How do you make a 2009 mod manually without having the source code to do so?
This is incredible news. Something I, and obviously the community have been waiting for for some bloody time now. Cannot wait to see these new tools. :clint:
[QUOTE=Zay333;28320938]You do realize that you can manually make a 2009 source mod.[/QUOTE] You do realize your a total dick tit and they haven't released it yet.
[QUOTE=sirjake64;28325749]I cannot WAIT! This better come soon.[/QUOTE] I think it'll come out with episode 3 *Obligatory Episode 3 Joke here*
Is this dead, or are they still going to update it?
[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] Well I guess you were half right. :smith:
Real time play testing :3
Wait so are they only changing the Portal 2 hammer? Or Source SDK hammer too
portal2
Hammer not lag ... (Cordons don't count.) But hey, atleast we have GPU accelerated Vrad now.
[QUOTE=glitchvid;30130732] But hey, atleast we have GPU accelerated Vrad now.[/QUOTE] Really? Proof?
Hopefully it will be easy to use so we don't get so much bad maps.
[QUOTE=Firegod522;30135995]Really? Proof?[/QUOTE] Compile a map in portal 2, a few seconds after (or before) running Vbsp it says something about Optimizing GPU somethingorother. Lemmi see If I can grab a screenshot. [IMG]http://dl.redcityreloaded.com/files/1/public/gpu_level_onlygodknowsthatthatmeans.png[/IMG] Dunno what that means, but it obviously includes searching for the GPU's "Level" (Dxlevel?)
I really wish there was some way to preview my lighting very quickly in hammer (lighting preview feature does not suffice, it's dark and buggy). I would just like to see how the color and brightness looks against the environment, no need to bounce the light or bake the lightmap texture, before I actually compile the map. Perhaps they could make a special compile button in the menu that compiles whatever is in the cordon with some very basic lighting and no VVIS calculations. After the compile is finished, it would automatically open up a small BSP preview application in window where you can pan around what you compiled. The focus would be on speed, the time between hitting this compile button and the BSP previewer opening should be under 10 seconds. I guess I could make an expert compile config that does this. Which game from Source 2009 loads the fastest?
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