• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Grenade Man;45618034]From what I understood the old brush functions are still present, they have only been further expanded. You should still learn how to model, however. Its useful as hell even with brushes.[/QUOTE] im well aware of this but i've gotten used to relying on brushes as a quick fix for anything lacking in my map, something that i can use to make something without having to go through the trouble of creating and compiling a model. though with source 2 i suppose they've streamlined model importing.
I agree its ancient but calling it a mess is completely unjustified in my eyes. I have a very precise and organized workflow with source that I believe cant be achieved in most modern engines because they try to stuff everything into one single editor. If anything is a mess then its the overcrowded modern editors,not the simplistic hammer. BTW when I say modern editors I am not talking about the new hammer.
[QUOTE=Grenade Man;45618034]From what I understood the old brush functions are still present, they have only been further expanded. You should still learn how to model, however. Its useful as hell even with brushes.[/QUOTE] I think they're ditching brushes. It looks to me like they tried to make it so that working with the meshes is similar to working in 3D packages, but is simple enough for those used to brushes to make the switch easily.
Shame it is for Dota only. I know it's because Dota's popularity and it's ideal for testing purposes... But so powerfull new tools for so limited game :( edit. [url]https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Level_Design/Basic_Construction/Mesh_Editing_2[/url] Interesting articles on wiki. So it looks like it will be more like sculpting an existing brush/mesh (like in 3d programs) rather than adding more and more brushes (or cutting) to makes details.
[QUOTE=gargamel9000;45618124]Shame it is for Dota only. I know it's because Dota's popularity and it's ideal for testing purposes... But so powerfull new tools for so limited game :( edit. [url]https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Level_Design/Basic_Construction/Mesh_Editing_2[/url] Interesting articles on wiki. So it looks like it will be more like sculpting an existing brush/mesh (like in 3d programs) rather than adding more and more brushes (or cutting) to makes details.[/QUOTE] Website's down?
This would probably eat Source 1 alive... [t]http://i.imgur.com/DnhvUfs.jpg[/t] Imagine the possibilities. [t]http://i.imgur.com/UOBETAG.jpg[/t]
[QUOTE=Chrille;45618245]Website's down?[/QUOTE] The poor old wiki probably hasn't seen so much traffic since the early hl2 days.
[QUOTE=Shirky;45618299]This would probably eat Source 1 alive... [t]http://i.imgur.com/DnhvUfs.jpg[/t] Imagine the possibilities. [t]http://i.imgur.com/UOBETAG.jpg[/t][/QUOTE] The cliffs look pretty limited and unrealistic though. It looks pretty and the mass placing of trees/objects is nice but cliffs like that are only suitable for RTS/top down games. edit: Looks like an advanced warcraft3 editor, I understand that it being for DOTA that is a good thing but in warcraft 3 (I used to map for it A LOT) in all the competitions/scenebuilds/realistic type maps nobody used that type of cliff. It was hand made by raising the ground and placing rocks and doodads on it. My point in all this, this "paint cliffs" thing and the square looking tiles of dirt/ground texture was abandoned by the high details and high quality wc3 mapping community and fps games, source's main genre, require high detail and high quality. This is a step backwards dressed up real nice. [t]http://www.hiveworkshop.com/forums/members/210613-albums6110-picture77917.jpg[/t] some guys work from wc3 notice a complete lack of the ugly cliffs from cliff tool. It's all raised hight map and pretty models.
[IMG]http://files.1337upload.net/traditional-b89562.png[/IMG] Now more traditional. That new brush painting tool is annoying :( Also can't hide those model wireframes from viewports, makes brushwork bit hard.
The new brush(mesh) system is pretty sweet, although will take a lot to get used to how much control you have. [t]http://i.imgur.com/dFOdLmw.png[/t]
[QUOTE=Grenade Man;45618333]The poor old wiki probably hasn't seen so much traffic since the early hl2 days.[/QUOTE] Steampipe SDK updates!
[QUOTE=Pw0nageXD;45616339][vid]https://fat.gfycat.com/YearlyDismalHuemul.webm[/vid] 15 seconds and I had this[/QUOTE] Maybe a noob question but what is this exactly? [QUOTE=Pw0nageXD;45616470]Both. You can do this but you also have other methods similar to original hammer but better [editline]7th August 2014[/editline] Also I just had a mesh (brush) subdivided to a lot [t]https://dl.dropboxusercontent.com/u/42169829/ShareX/2014-08/Hammer_-_%5Buntitled_2.vmap_%5D_2014-08-07_00-40-35.png[/t] Those little things are the polies[/QUOTE] Is this actually Hammer from source 2 :o
Do you think that this new hammer will be released for CSS CS:GO and Gmod? Because i'm really looking forward to it
Wow system overload here in my brain, if this has gmod support some day, and the map size is bigger than the current on, i'm gonna piss my pants. Can someone who knows the technical know how maybe explain this, speculate or give some input whatsoever?
can you now make concave shapes from a single "brush"?
No. Brushes can't do concave. These new meshes can, however.
Also people should realize that this editor will never be available for the current gmod. I think Garry will make a entirely new version of Gmod when a serious Source 2 game is released along with its code.
I hope that the grid lock goes away, would be nice to see a way of stitching multiple 32768x32768 pieces together like you can in Unreal 4, where the world origin shifts around instead of the players. But I dunno how networking would handle that, so it's probably just better to make the world bounds huge like CryEngine does.
For those who are wondering about the size of the grid, it appears to be the exact same size as the previous hammer grid. [t]http://i.imgur.com/uc0sbPs.png[/t] Another really cool thing I noticed is that you can give individual meshes a different colour, but still use the same texture. [t]http://i.imgur.com/wlWCn0b.png[/t] You can also move the work plane around, allowing you to build on arbitrary angles. [t]http://i.imgur.com/WsiJQ6h.png[/t] [t]http://i.imgur.com/tjN4zps.png[/t] So when I compile a default map ( simple_dota_map_example) that has a brush bigger than the grid, this is the compile log. The map seems to load fine, except that it takes a LONG time to actually load it. [code]Start build: 2014-08-07T08:31:16 Hammer: Attempting incremental build. Hammer: Copying previously compiled map to temp directory. initializing SDL joystick 0 Logitech Dual Action Qt: Untested Windows version 6.3 detected! Unzip simple_dota_map_example.vpk (28 files): Done. - dota_addons\test\maps\ simple_dota_map_example .vmapUsing tile grid height extents: min 128.0, max 128.0, step size 128.0 Automatically generated 'dota_minimap_boundary' entities: Min: ( -8192.0, -8192.0, -384.0 ) Max: ( 8192.0, 8192.0, 640.0 ) Automatically generated 'world_bounds': Min: ( -7168.0, -8192.0, 128.0 ) Max: ( 7168.0, 7168.0, 128.0 ) Building map "maps\simple_dota_map_example"... ... Building 'world' Ray Tracing Environment Building ray trace environment... Found a bad mesh node (-20096.00, -19296.00, 0.00) - (22368.00, 20832.00, 32.00), ignoring! Done (1.56 seconds) Creating World Creating world nodes... Creating 1 world nodes Created 1 world nodes Done (1.62 seconds) +- .\ unnamed_0 .vmdl +- .\ unnamed_0 .vphys - dota_core\materials\tools\ toolstrigger .vmat +- dota_core\materials\tools\ toolstrigger_color_tga_ac3bfb3e .vtex +- .\ unnamed_1 .vmdl +- .\ unnamed_1 .vphys +- .\ unnamed_2 .vmdl +- .\ unnamed_2 .vphys +- .\ unnamed_3 .vmdl +- .\ unnamed_3 .vphys +- .\ unnamed_4 .vmdl +- .\ unnamed_4 .vphys +- .\ unnamed_5 .vmdl +- .\ unnamed_5 .vphys +- .\ unnamed_6 .vmdl +- .\ unnamed_6 .vphys +- .\ neutral_camp_01_7 .vmdl +- .\ neutral_camp_01_7 .vphys+- .\ node000_mesh_base .vmdl +- .\ node000_mesh_base .vmesh- dota_core\materials\dev\ reflectivity_30 .vmat +- dota_core\materials\dev\ reflectivity_30_color_tga_a89493e9 .vtexVertex cache optimization took 2.796746s, Release build+- .\ node000 .vwnod +- .\ default_ents .vents +- .\ world .vwrld +- .\ node000 .vrman +- .\ world .vrman +- .\ world .vrman ... Building 'phys'Serializing(24605 root elements)....................... +- .\ world_physics .vphys+- .\ world_physics .vrman +- .\ world .vrman ... Building 'vis' +- .\ world_visibility .vvis Building map visibility Loading kd-trees Building view cells Visibility complete in 0.12s. +- .\ world .vrman +- .\ world .vrman +- .\ world .vrman ... Building 'gridnav'--> Map build finished. --------------------------------------------------------------------- Compile stats: Name Count Seconds Percent "Build gridnav" 1 3.017 7.56% "Build phys" 1 5.298 13.28% "Build vis" 1 0.158 0.40% "Build world" 1 7.066 17.72% "Compile Embedded vents" 1 0.154 0.39% "Compile Embedded vmdl" 9 6.656 16.69% "Compile Embedded vphys" 1 6.308 15.82% "Compile Embedded vrman" 2 0.094 0.24% "Compile Embedded vwnod" 1 0.027 0.07% "Compile Embedded vwrld" 1 0.027 0.07% "Map Dependencies" 1 0.005 0.01% "Map Load" 1 5.176 12.98% "Map PreProcess" 1 5.900 14.79% Total time: 39.89 seconds ---------------------------------------------------------------------Pack simple_dota_map_example.vpk: -> 0.0MB maps\simple_dota_map_example.vmap_c -> 0.3MB maps\simple_dota_map_example.gnv -> 0.0MB maps\simple_dota_map_example\world_visibility.vvis_c -> 0.0MB maps\simple_dota_map_example\world_physics.vrman_c -> 0.0MB maps\simple_dota_map_example\world.vrman_c -> 0.0MB maps\simple_dota_map_example\world.vwrld_c -> 17.8MB maps\simple_dota_map_example\world_physics.vphys_c -> 0.0MB maps\simple_dota_map_example\entities\unnamed_0.vphys_c -> 0.0MB maps\simple_dota_map_example\entities\unnamed_0.vmdl_c -> 0.0MB maps\simple_dota_map_example\entities\unnamed_1.vphys_c -> 0.0MB maps\simple_dota_map_example\entities\unnamed_1.vmdl_c -> 0.0MB maps\simple_dota_map_example\entities\unnamed_2.vphys_c -> 0.0MB maps\simple_dota_map_example\entities\unnamed_2.vmdl_c -> 0.0MB maps\simple_dota_map_example\entities\unnamed_3.vphys_c -> 0.0MB maps\simple_dota_map_example\entities\unnamed_3.vmdl_c -> 0.0MB maps\simple_dota_map_example\entities\unnamed_4.vphys_c -> 0.0MB maps\simple_dota_map_example\entities\unnamed_4.vmdl_c -> 0.0MB maps\simple_dota_map_example\entities\unnamed_5.vphys_c -> 0.0MB maps\simple_dota_map_example\entities\unnamed_5.vmdl_c -> 0.0MB maps\simple_dota_map_example\entities\unnamed_6.vphys_c -> 0.0MB maps\simple_dota_map_example\entities\unnamed_6.vmdl_c -> 0.0MB maps\simple_dota_map_example\entities\neutral_camp_01_7.vphys_c -> 0.0MB maps\simple_dota_map_example\entities\neutral_camp_01_7.vmdl_c-> 24.1MB maps\simple_dota_map_example\worldnodes\node000_mesh_base.vmesh_c -> 0.0MB maps\simple_dota_map_example\worldnodes\node000_mesh_base.vmdl_c -> 0.0MB maps\simple_dota_map_example\worldnodes\node000.vwnod_c -> 0.0MB maps\simple_dota_map_example\entities\default_ents.vents_c -> 0.0MB maps\simple_dota_map_example\worldnodes\node000.vrman_c Writing... Done. ----------------------------------------------------------------- OK: 32 compiled, 0 failed, 1 skipped, 0m:45s ----------------------------------------------------------------- CDataModel: 41 elements left in memory!!! Leaking 28705 elements Leaking 41 elements Hammer: Copying compiled map to game directory. From: C:\Users\MACKEN~1\AppData\Local\Temp\valve\hammermapbuild\game\dota_addons\test\maps\simple_dota_map_example.vpk To: c:/program files (x86)/steam/steamapps/common/dota 2 beta/dota_ugc/game/dota_addons/test/maps/simple_dota_map_example.vpk End build: 2014-08-07T08:32:06, elapsed time 0h:00m:49s.627ms[/code]
Yes but can you make a map larger than the grid compile?
[QUOTE=Shirky;45618627]For those who are wondering about the size of the grid, it appears to be the exact same size as the previous hammer grid. [t]http://i.imgur.com/uc0sbPs.png[/t] Another really cool thing I noticed is that you can give individual meshes a different colour, but still use the same texture. [t]http://i.imgur.com/wlWCn0b.png[/t][/QUOTE] Well, yeah, it's the same size. I think, this all new hammer is just something in between. This one is configured for Dota for example. But hammer for L4D3 or HL3 will be different. All this auto generating terrain won't be much usefull for HL3 singleplayer modding ;) (except sandbox maps).
I'll want to make a Red Alert 1 themed Dota2 map now :v: Teslacoils are mandatory! [video=youtube;Tb-gI_pFog0]http://www.youtube.com/watch?v=Tb-gI_pFog0[/video] If someone else wants to do this, we could do it together.
[QUOTE=Grenade Man;45618689]Yes but can you make a map larger than the grid compile?[/QUOTE] Appears so, map compiles. I find this just so amazing, you have so much control over meshes now (brushes) [t]http://i.imgur.com/q3MnC85.png[/t]
Are you able to have multiple planes of water at different height levels yet? or multiple reflective surfaces?
[QUOTE=grabbin pills?;45619268]Are you able to have multiple planes of water at different height levels yet? or multiple reflective surfaces?[/QUOTE] It was always possible if you knew how to code it before, but I don't think Valve will have it by default as arbitrary numbers of reflection planes will really add up in memory. I hope materialsystem2 doesn't suck so much ass as the original one does, there is absolutely no reason for the engine to have to reload everything when you change screen resolution or decide you want to create a rendertarget. It's probably much improved overall because it's being developed with a focus on DX11 and 64 bit, which is lovely to hear. Sure there'll be DX9 support but who cares when that happens, it'll happen eventually just like UE4 will get it... This is definitely a good thing, it'll make people consider upgrading from Windows XP and DX9 graphics cards, because now there's actually a reason for many people to do so.
Also, I can confirm that old .vmfs still work fine, aside from missing content. [t]http://i.imgur.com/ZUwyEZ3.png[/t] L4D2 maps also work. [t]http://i.imgur.com/4BtIrt4.png[/t]
[QUOTE=Shirky;45618873]Appears so, map compiles. [/QUOTE] You can move the grid wherever you want so it seems the grid is only there to help you work with meshes. In this picture only the grid has been moved. [IMG]https://dl.dropboxusercontent.com/u/4233663/hammer2grid.png[/IMG] Also if you hold down the middle mouse button you can do a lasso select in the grid views, could be handy.
Anyone figure out how to actually use displacements?
[QUOTE=Shirky;45619587]Anyone figure out how to actually use displacements?[/QUOTE] You select any mesh face and in the settings window to the left of the 3d viewport you scroll down until you find subdivision. After subdividing, the face is ready for manipulation with the displacement tool.
valve i want my manifest box menu back
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