• The Facepunch "Yap and Blabber" Chat Thread
    7,739 replies, posted
I ALREADY TOLD HIM THANK YOU VERY MUCH :v:
[QUOTE=Mr Anonymous;35878804]Curious, why do I not have a Portal 2 folder? o_O [IMG]http://i45.tinypic.com/33z691v.png[/IMG] [editline]8th May 2012[/editline] Mopman is a super star <3[/QUOTE] DUMB. It's not like Jukka K told you where to look or anything.
[QUOTE=Mr Anonymous;35878804]Curious, why do I not have a Portal 2 folder? o_O [IMG]http://i45.tinypic.com/33z691v.png[/IMG] [editline]8th May 2012[/editline] Mopman is a super star <3[/QUOTE] You should probably read the whole path next time :v:
[QUOTE=Jukka K;35879005]You should probably read the whole path next time :v:[/QUOTE] I know, what a goober.
[QUOTE=Jukka K;35877979]Yes it is. The editor stores the uncompiled maps as .vmfs like Hammer does. They're found in [i]Steam\steamapps\common\portal 2\sdk_content\maps[/i].[/QUOTE] So basically that Portal editor is hammer with nicer interface using only prefabs
[QUOTE=Joey1;35879036]So basically that Portal editor is hammer with nicer interface using only prefabs[/QUOTE] Not prefabs, but instances. Also it makes the mapping process much faster, Valve has created something very useful for a while.
Well, there comes hundreds of pages of maps per hour...
[QUOTE=oskutin;35879160]Well, there comes hundreds of pages of maps per hour...[/QUOTE] At steam workshop its more like hundred pages per 10 mins
[QUOTE=oskutin;35879160]Well, there comes hundreds of pages of maps per hour...[/QUOTE] they'll probably be like the Gmod toybox filled with shitty box maps that have a description reading "this is my ferst map plz be nice"
[t]http://cloud.steampowered.com/ugc/558689485666482985/29D6AD453FE9755C4EC6BBE7C5EFBC538B64EF14/?.png[/t]
I apparently broke the new tools, since now it refuses to compile even the starting box. I didn't alter any files and the compiling worked perfectly with the first test chamber I created, so this is pretty confusing. Frustrating too, just when I was about to create some awesome test chambers.
[QUOTE=Mr Anonymous;35879061][H2]DUMB.[/H2] Read all of it, missed "Common". I apologise for being medically diagnosed with dyslexia and dyspraxia. Perhaps you should check-up on things before you criticize people in a manner you cannot even comprehend. What a goober.[/QUOTE] take your autism somewhere else
[QUOTE=Jukka K;35879422]I apparently broke the new tools, since now it refuses to compile even the starting box. I didn't alter any files and the compiling worked perfectly with the first test chamber I created, so this is pretty confusing. Frustrating too, just when I was about to create some awesome test chambers.[/QUOTE] I managed to break the lift in game...see...i still have it! I have a feeling i have said something about your free use of the word autism before legend...
[IMG]http://www.townofbabylon.com/uploads/pics/autism_sign_1.jpg[/IMG] Look out, they might toddle onto the street...
Seriously, I don't see what the problem with this editor is and why all of you are complaining. It's going to put through some very creative and good looking maps in a shorter amount of time. Regardless of what editor is used, there will ALWAYS be first maps that are complete crap. There will be plenty of gems produced from this editor, and it still won't replace Hammer, because you can't use custom textures/models, and you can't do extremely fancy stuff with tools that Hammer allows you to experiment with. Just calm and be happy that Valve provided the community with a free, easy to use editor that doesn't have the crazy amounts of errors and problems that Hammer dishes out, and that Valve actually released something on time.
[QUOTE=paulisdead18;35879820]Seriously, I don't see what the problem with this editor is and why all of you are complaining. It's going to put through some very creative and good looking maps in a shorter amount of time. Regardless of what editor is used, there will ALWAYS be first maps that are complete crap. There will be plenty of gems produced from this editor, and it still won't replace Hammer, because you can't use custom textures/models, and you can't do extremely fancy stuff with tools that Hammer allows you to experiment with. Just calm and be happy that Valve provided the community with a free, easy to use editor that doesn't have the crazy amounts of errors and problems that Hammer dishes out, and that Valve actually released something on time.[/QUOTE] I just recorded a video expressing my views on this. I think it is a step in the right direction, and could bring us a new hammer that is the right blend between hammer as it is now, and a hammer that is simple to use, well intergrated, and works.
[QUOTE=IronPhoenix;35880249]I just recorded a video expressing my views on this. I think it is a step in the right direction, and could bring us a new hammer that is the right blend between hammer as it is now, and a hammer that is simple to use, well intergrated, and works.[/QUOTE] Yup. It's kinda annoying how everyone complains on Source SDK being super outdated and hard to use, but then complains when an updated level editor is released.
[QUOTE=paulisdead18;35880320]Yup. It's kinda annoying how everyone complains on Source SDK being super outdated and hard to use, but then complains when an updated level editor is released.[/QUOTE] They see it as a threat to being able to be awesome around other people. It's cooler to say you can do something no one else can after all.
I think it's similar to telling Lua coders that a new tool is coming out where you just click features you want from a list of buttons and hit run and it instantly makes a stool/sent in gmod. It sounds pretty useful to outsiders, but it'd probably piss the veteran coders off a bit. I see you lurking, Johnny Guitar.
[QUOTE=Pyth;35880385]I think it's similar to telling Lua coders that a new tool is coming out where you just click features you want from a list of buttons and hit run and it instantly makes a stool/sent in gmod. It sounds pretty useful to outsiders, but it'd probably piss the veteran coders off a bit. I see you lurking, Johnny Guitar.[/QUOTE] I've been using the tool since it became avaliable for hl2...i really have no problem with a new sdk if it meant that i could manipulate colour correction and particles in editor...like most editors do. On a slightly different note, i found this: [url]http://chernobyltwentyfive.org/image/tid/93[/url] It's a site showing images of chernobyl and the construction of the new safe confinement.
[QUOTE=IronPhoenix;35880486]I've been using the tool since it became avaliable for hl2...i really have no problem with a new sdk if it meant that i could manipulate colour correction and particles in editor...like most editors do.[/QUOTE] That's not really what i'm getting at though. Even if the new codermaker5000 has a live preview updater or something, it would still feel degrading to use something so simple when having all of the knowledge of the older editor (notepad++ or whatever coders use) took so long to acquire and perfect. You're just throwing it all out the window and fall to a playing field that's equal to someone who barely knows mapping.
[QUOTE=Pyth;35880521]That's not really what i'm getting at though. Even if the new codermaker5000 has a live preview updater or something, it would still feel degrading to use something so simple when having all of the knowledge of the older editor (notepad++ or whatever coders use) took so long to acquire and perfect. You're just throwing it all out the window and fall to a playing field that's equal to someone who barely knows mapping.[/QUOTE] True, but the maps made by the portal 2 sdk will look far superior to those made in the ingame editor. I guess it's a little different for coding (personally i would love an easy to use javascript editor, before i shoot someone).
Anyone had any luck uploading Hammer maps yet? They've fixed hammer working but now I can't upload to the workshop. Getting some "steam cloud does not appear to be available" error now.
[QUOTE=Pyth;35880521]That's not really what i'm getting at though. Even if the new codermaker5000 has a live preview updater or something, it would still feel degrading to use something so simple when having all of the knowledge of the older editor (notepad++ or whatever coders use) took so long to acquire and perfect. You're just throwing it all out the window and fall to a playing field that's equal to someone who barely knows mapping.[/QUOTE] God forbid a product gets updated to make things easier or an alternative is ever created. We should keep it where it takes a year of non-stop dedication to learn to do shit, so people who have good ideas but difficulty using the tool/code don't make it because they don't have time for the current over complexity. Sounds like a plan, change nothing for the benefit of veterans who are probably the exact people who would adapt best.
[QUOTE=JasperWB;35881484]God forbid a product gets updated to make things easier or an alternative is ever created. We should keep it where it takes a year of non-stop dedication to learn to do shit, so people who have good ideas but difficulty using the tool/code don't make it because they don't have time for the current over complexity. Sounds like a plan, change nothing for the benefit of veterans who are probably the exact people who would adapt best.[/QUOTE] Cute, but new versions of things often mean compromising seemingly unused features from previous versions that people have to do without. Example, as far as I can tell, logic is pretty limited and direct in the new P2 editor. You probably couldn't make a wall that explodes and falls apart from looking at a screen while standing in a certain spot without falling back to Hammer. It's harder to be innovative. Also, I don't get why you decided to be snippy about it, but whatever.
[QUOTE=Pyth;35882177]Cute, but new versions of things often mean compromising seemingly unused features from previous versions that people have to do without. Example, as far as I can tell, logic is pretty limited and direct in the new P2 editor. You probably couldn't make a wall that explodes and falls apart from looking at a screen while standing in a certain spot without falling back to Hammer. It's harder to be innovative. Also, I don't get why you decided to be snippy about it, but whatever.[/QUOTE] There are not even triggers.... I miss triggers
[QUOTE=Pyth;35882177]Cute, but new versions of things often mean compromising seemingly unused features from previous versions that people have to do without. Example, as far as I can tell, logic is pretty limited and direct in the new P2 editor. You probably couldn't make a wall that explodes and falls apart from looking at a screen while standing in a certain spot without falling back to Hammer. It's harder to be innovative. Also, I don't get why you decided to be snippy about it, but whatever.[/QUOTE] You don't get the point of the editor though. The point is to provide a basic editor for people who either don't know how to map or want to create a simple, non-fancy test chamber in Portal 2 in less time. You can still use the Portal 2 SDK if you want to use fancy Hammer stuff like making a wall explode or using triggers to make an event... stuff like that. It is that reason why I don't understand why people are complaining. Both editors are good, depending on what you want, and that's just fine. It's not ruining anything at all.
[QUOTE=paulisdead18;35882406]You don't get the point of the editor though. The point is to provide a basic editor for people who either don't know how to map or want to create a simple, non-fancy test chamber in Portal 2 in less time. You can still use the Portal 2 SDK if you want to use fancy Hammer stuff like making a wall explode or using triggers to make an event... stuff like that. It is that reason why I don't understand why people are complaining. Both editors are good, depending on what you want, and that's just fine. It's not ruining anything at all.[/QUOTE] Best way for most of mappers will be combining those two... ingame editor for basic puzzle design and gameplay stuff, then open it in hammer and add fancy stuff. I think that this combination is pretty powerfull and have great potencial
[QUOTE=paulisdead18;35882406]You don't get the point of the editor though. The point is to provide a basic editor for people who either don't know how to map or want to create a simple, non-fancy test chamber in Portal 2 in less time. You can still use the Portal 2 SDK if you want to use fancy Hammer stuff like making a wall explode or using triggers to make an event... stuff like that. It is that reason why I don't understand why people are complaining. Both editors are good, depending on what you want, and that's just fine. It's not ruining anything at all.[/QUOTE] See, I didn't know both would coexist. I thought this new SDK was the end result of the beta portal 2 hammer-based SDK. In that case, you're right. At this rate, the only things really left to complain about are a possible influx of new mappers thinking their framework maps are the best things ever and a probable influx of talent-less maps. However, that also means our 'pro' maps will stand out more.
Thanks to my adeptness with futuristic environments I've created a fully-realized and detailed city block for map 1 of 2019 II. Yet only a small piece of it is explore-able. Oh and please don't call out my lighting. I'm not done yet. Although tips to make a better "sunset" lighting feel would be appreciated. Edit: empty fountains I know. Water glitch. [quote] [img]http://dl.dropbox.com/u/13825278/left4dead2%202012-05-08%2017-58-30-86.png[/img] [/quote]
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