• VNN - A comprehensive history of Source 2
    13 replies, posted
https://www.youtube.com/watch?v=855X32xAVvE Go to 0:41 to skip the promo
Really sounds like its in documentation and UI hell. But given the signs of all the systems its purported to be running on, there's hope.
When is Source 2 gonna come out? I really been thinking about getting into mapping and stuff, but I have been kinda holding off due to hearings of Source 2
This is just hearsay, but I hear that if you contact Valve these days about licensing Source or Source 2, they literally direct you towards Unity and UE4. I wouldn't count on Source 2 ever having a public SDK.
Jesus, well there gose all my childhood and teenage years using and learning Source when I could just learn Unity or Unreal all this time
You'll have to relearn some things but your experience will be valuable.
If you want to toy around with Source 2 Hammer, you could try the Steam VR Workshop Tools. There's a guide on getting it to work without VR on the Steam community section for it. Just bear in mind that you won't really be able to walk around your map without all the VR stuff.
Most of your skills should carry over. It's like moving from driving a car to driving a truck. Knowing source has only helped me in learning Unreal, and the lessons I've learned in Unreal tied into Unity quite nicely. And vice versa to that. You become a much stronger developer if you know how to work with different engines, and it gives you both the ability and the confidence to work in new engines without much struggle. You also get the chance to learn a lot new technologies that Source 2 is likely to have over Source that are already industry standard, such as Physically Based Rendering. You should learn as much as you can from Unreal, Unity, Visual Studio, Blender (or Maya/3DS Max) and Photoshop. I say this because once Source 2 becomes properly available to developers, you'll have the skill set you need to be able to do nearly everything you want with that engine.
Can't speak for Unreal, but developing in Unity was super easy to get into for me.
Call me cynical but I sincerely doubt Source 2 can compete with Unreal or even Unity. Back in the Unreal 3 days Source 1 was already massively outdated. The content creation pipeline was absolute cancer last time I used it. Having to write qc files and then compile them just to get them into the engine while Unreal/Unity just has drag and drop functionality was enough for me to not bother with Source anymore. A special kind of torment was rescaling meshes too since you can't do it live in the editor but instead have to tweak a parameter outside of Source and recompile the mesh repeatedly to see if you got it right. Granted it seems like that has been a great focus for Valve and as far as I know those things have already been improved, but regardless I doubt I'll bother with Source 2.
They also just semi-officialized a 3rd party plugin called Probuilder that adds brush-esque level mesh editing a la Hammer, so if you came from source map making then transitioning to Unity is easier than ever.
Source 2's content pipeline is amazing right now. Really easy to import stuff and tweak it. Also, hammer 2 is amazing since you can edit meshes in the editor then resave them. You can also convert anything you make in the editor into a prop with the press of a button.
It sounds to me that the entire toolset just isn't very user friendly at all at the moment, with Gabe saying it's extremely useful to them, just wouldn't be as useful to the public makes me think it could be a CryEngine situation, where when it was first released publicly I'm pretty sure it had next to zero documentation so the average person had no clue where to even start.
One of the best examples I've seen of this was the tracks for the Payload objectives in TF2. You can make any kind of twist and turn since you can edit the meshes for the track yourself.
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