• The ~Official~ Facepunch Map Pimpage/WIP Thread V15
    10,763 replies, posted
[QUOTE=Zelpa;45619849]valve i want my manifest box menu back[/QUOTE] funny, but i always close the manifest because it wasn't really useful for me
Are instances in this version? If so, how improved are they?
[QUOTE=mathias123961;45619685]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.[/QUOTE] Kind of weird it only works with subdivided faces, and not displacements from older vmfs.
Is there anything about how dynamic the hammer editor is? One thing that bugged me in mapping for Source 1 is the lack of reliable dynamics, things like lighting, moving sections of map, ETC.
Well I know fog updates real time
Oh jeeze. No wonder there were 70 new posts under this thread. I'm getting this weird anxious feeling now. I think I'm going to miss the old bsp format. Objectively it was terrible, but subjectively there was something endearing about the blocky-ness of HL2 and CSS maps. It was always an impressive feat to create things within such a limited system, and I shall miss it dearly. On the other hand, I'm excited for the future of the Source community. I expect their to be a new wave of maps and mods when Source 2 drops fully. And based on how the editor can still open Old Scource content, I'm predicting a 'Source 2' update to TF2, CS:GO, and Dota 2 in the coming months. We live in exciting times.
I wonder if we'll be able to use the tileset stuff for things like dynamically resizeable doors, window frames, handrails etc. Being able to say "make a handrail exactly this many units long" would be pretty cool. Also, I hope plugins become a thing for Hammer.
You talk about it as though we found a cure for cancer, but in reality it's even better than that.
Carve is missing.. That was my favorite tool... :(
Loving the Dota 2 editor, the tiles editor is pretty simple to use. [video=youtube;pi7hVyEu7oM]http://www.youtube.com/watch?v=pi7hVyEu7oM&feature=youtu.be[/video]
Any news on if they've made model importing more streamlined?
[QUOTE=selby3962;45620790]Any news on if they've made model importing more streamlined?[/QUOTE] There's a model editor. You just click import and select your FBX, DMX or OBJ file, it then converts it for you and you can change a few other settings in the editor and look at it in ingame graphic.
Am I the only person freaking the [B]fuck[/B] out right now? None of my friends seem anywhere near as excited as I am. I'm a little confused though, do we still have to use VTFs and VMTs for textures? Edit: Can I just say that it's totally my luck that as soon as I get fully acquainted with the Source engine, fucking Source 2 comes out. I'm not saying I'm not happy but jesus.
Nope, uses vmats now. They allow you to use jpgs, pngs and shit.
[QUOTE=TheTrainRider;45620385] I'm predicting a 'Source 2' update to TF2, CS:GO, and Dota 2 in the coming months. [/QUOTE] People need to realize that this isn't going to happen. [editline]7th August 2014[/editline] I mean for CSGO and tf2
[QUOTE=Grenade Man;45621114]People need to realize that this isn't going to happen. [editline]7th August 2014[/editline] I mean for CSGO and tf2[/QUOTE] Why not? It happened to Dota, why not any other source game? HL:S happened, CS:S happened, why can we not get a TF2:S2
if their is than they might have been automatically processed. Which if that is the case Making things for source 2 engine will make source 1's model compiling and material editing look like a crazy man with a hammer
[QUOTE=SirLemon;45621269]Why not? It happened to Dota, why not any other source game? HL:S happened, CS:S happened, why can we not get a TF2:S2[/QUOTE] Those were entirely different games, not updates. Also, from what we know so far porting from goldsource to source is way simpler than porting from source to source 2. Partially because source 2 uses an entirely different lighting technique.
[T]http://puu.sh/aIKJU/29b732e4ed.jpg[/T] HE'S BACK! (And better looking than ever)
Let's pray that it supports gmod in the near future and I just hope the map sizes can indeed be bigger than the current one because those really are the only things that are missing.
I really doubt any other source game besides maybe CSGO will be ported over. And especially not Garrys Mod as it hasnt even updated to the most recent Source 1 version.
[QUOTE=Rammelslakje;45621606]Let's pray that it supports gmod in the near future and I just hope the map sizes can indeed be bigger than the current one because those really are the only things that are missing.[/QUOTE] Supporting a bigger map would require a MAJOR recode which Garry just isn't going to do. IF you want bigger maps shrink the player or move to a different engine.
[QUOTE=mdeceiver79;45621724]Supporting a bigger map would require a MAJOR recode which Garry just isn't going to do. IF you want bigger maps shrink the player or move to a different engine.[/QUOTE] Except no, you can already have unlimited map sizes in Source 2.
[QUOTE=Legend286;45621933]Except no, you can already have unlimited map sizes in Source 2.[/QUOTE] Garry doesn't have access to Source 2 and to move Gmod to source 2 when it arrives will be, as I said, a Major recode.
[QUOTE=mdeceiver79;45621989]Garry doesn't have access to Source 2 and to move Gmod to source 2 when it arrives will be, as I said, a Major recode.[/QUOTE] It's about time that piece of junk would get redone.
Sorry for the quality of the video, but this shows just how big the map can be. [url]https://www.youtube.com/watch?v=kh7ResMZFd8&index=2&list=UUYEPg-uQYCygQWB-wosCU_A[/url]
Oh and.. The Material Editor uses [img]http://i.imgur.com/5lHwbV9.png[/img] DIRECT .PSD SUPPORT! [img]http://i.imgur.com/Ik9WpX5.png[/img]
[QUOTE=Shirky;45622182]Sorry for the quality of the video, but this shows just how big the map can be. [video=youtube_share;kh7ResMZFd8]https://www.youtube.com/watch?v=KPrlpma0CWc&list=UUYEPg-uQYCygQWB-wosCU_A[/video][/QUOTE] Compile it and see if it works.
[QUOTE=Dominik93;45620811]There's a model editor. You just click import and select your FBX, DMX or OBJ file, it then converts it for you and you can change a few other settings in the editor and look at it in ingame graphic.[/QUOTE] OMG! I can use DMX or OBJ formats in source 2!? That means I can finally put my Google Sketchup Modelling skills to work!
More than likely Garry will update Gmod to support source 2 [editline]7th August 2014[/editline] He would not create another Gmod
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