[QUOTE=glitchvid;30142034]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?)[/QUOTE]
place down a func_detail. Look at the keyvalues.
[QUOTE=Hostel;30142777]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?[/QUOTE]
You could uncheck vis_exe in the advanced options
I still wish they would make it so that the compilers didn't freeze on the 2009 engine.
I know, it's dumb, but I'd like to have it like Left 4 Dead 2's compilers, where it just runs and you can see what it's doing. I hate playing the guessing game about when it will be done. :(
YES!!!!!!!!!!!
[QUOTE=Reactors;30143665]I still wish they would make it so that the compilers didn't freeze on the 2009 engine.
I know, it's dumb, but I'd like to have it like Left 4 Dead 2's compilers, where it just runs and you can see what it's doing. I hate playing the guessing game about when it will be done. :([/QUOTE]
try VBCT
custom compiler for hammer maps
[QUOTE=TheForeigner;30144261]try VBCT
custom compiler for hammer maps[/QUOTE]
Does it do everything at the same quality and stuff?
Trying it now, thanks a lot man. I wish I would have known about this sooner.
Does thing control CPU usage too? Usually hammer uses it all and my computer starts freezing. I have an Intel i7 920, OC'ed at 3.3GHz, so it's not like just a slow computer, I guess hammer just sucked it dry when it compiled. Because I'm doing a Final compile, and my computer is running fine.
[QUOTE=Reactors;30144558]Does it do everything at the same quality and stuff?
Trying it now, thanks a lot man. I wish I would have known about this sooner.
Does thing control CPU usage too? Usually hammer uses it all and my computer starts freezing. I have an Intel i7 920, OC'ed at 3.3GHz, so it's not like just a slow computer, I guess hammer just sucked it dry when it compiled. Because I'm doing a Final compile, and my computer is running fine.[/QUOTE]
It can do everything the normal compiler does and shows a lot more that you might have not known you could do. Plus, you don't need hammer running to use it so this can compile the map faster. You can assign how many threads you want to each process too, so it might help out that awesome CPU of yours.
what we need is heightmap terrain generation like in the crysis sandbox, or something similar to that.
not sure if it's been mentioned before.
anyone know of any 3rd party programs that can do that?
[QUOTE=Aspen;30159840]anyone know of any 3rd party programs that can do that?[/QUOTE]
Google "Hammer Editor Heightmaps", first result: [url]http://www.facepunch.com/threads/876537-Tutorial-Real-world-heightmaps-to-displacements[/url].
Another tool: [url]http://nemesis.thewavelength.net/index.php?c=2&o=15[/url]
[QUOTE=Aspen;30159840]what we need is heightmap terrain generation like in the crysis sandbox, or something similar to that.
not sure if it's been mentioned before.
anyone know of any 3rd party programs that can do that?[/QUOTE]
[url=http://www.world-machine.com/index.php]World machine[/url] is pretty good. It might be difficult to understand at first though.
I want something so I don't have to use 20 entities for one thing. Instances are good for this, but I want something more easier.
I/O Flow chart (Hammer DOES have one, but you need to do some weired mod stuff to get it to work)
Is it here yet?
[QUOTE=GiggityGoo;30217257]Is it here yet?[/QUOTE]
Not yet.
-snip-
Any news on this at all yet?
I like the part when they made it easier to use. pfft
I wonder when this is going to happen, seriously.
I just want integrated GUIs for the other tools, like getting models and textures into the engine.
[QUOTE='[CWG]RustySpannerz;31857168']I just want integrated GUIs for the other tools, like getting models and textures into the engine.[/QUOTE]
For textures: VTFedit
For models: CannonFodder's StudioCompiler
They're not made by Valve, but it doesn't matter as they have a nice GUI and do their job well.
[QUOTE=TomoAlien;31857418]For textures: VTFedit
For models: CannonFodder's StudioCompiler
They're not made by Valve, but it doesn't matter as they have a nice GUI and do their job well.[/QUOTE]
I think theres a better more recent model compiler with a way better gui.
Here it is:
[url]http://www.wunderboy.org/apps/guistudiomdl2.php[/url]
I use it ad its efficient and fast.
[QUOTE=TomoAlien;31857418]For textures: VTFedit
For models: CannonFodder's StudioCompiler
They're not made by Valve, but it doesn't matter as they have a nice GUI and do their job well.[/QUOTE]
Well, that's not what I mean, I think if they were official tools that were properly integrated into hammer, it would speed up the whole process by quite a lot.
Ten months later... Still nothing. :(
[QUOTE=Reactors;33895586]Ten months later... Still nothing. :([/QUOTE]
It takes time.
[QUOTE=All0utWar;33895661]It takes time.[/QUOTE]
It actually does. Although tools are sometimes being built whilst the game that it is being made in is being made. Features are added to make lives easier.
I think I'm just impatient because I check EVERY day for something to have happened.
Did they ever even give an estimate?
[QUOTE=Reactors;33896078]I think I'm just impatient because I check EVERY day for something to have happened.
Did they ever even give an estimate?[/QUOTE]
No...better not to wait for things to be fixed, but be pleasently surprised when they are.
[QUOTE=IronPhoenix;33896691]No...better not to wait for things to be fixed, but be pleasently surprised when they are.[/QUOTE]
So as far as we know, it's coming out after Episode 3?
So I just shouldn't expect it in my lifetime. :v:
I would like a option if you did not edit lighting and geometry in a area of your map, it would recycle the calculated light, thus saving compile time.
That's a great idea. Maybe having it where it would compile the map in sections, and each section gets checked, and if it has had no changes then it would work fine.
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