I hope they make carve actually work this time, and maybe add some other boolean intersection things.
[QUOTE=Dlaor-guy;28294439]I hope they make carve actually work this time, and maybe add some other boolean intersection things.[/QUOTE]
They should remove the carve tool.
its pretty to make a simple map with hammer.
i probably can make a good map but i need to have patience and learn how to make entities other than ammo,health and Intelligence
this thread reminded me of this
[media]http://www.youtube.com/watch?v=Im6yRpQrsaY[/media]
Also, I see no problem with how complicated hammer is at the moment, It's realy simple once you get a hang of it, now there will be an influx of crappy fullbright maps with default textures
From the title I thought you were talking about some sort of hammer that simplifies Gabe.
He never said Hammer, he said the SDK... now I know Hammer is part of the SDK, but I don't see much wrong with it.
Isn't all the exporting it requires to get content into source a bigger problem than the complex map editor?
[QUOTE=Keychain;28292550]Hammer is like.. the easiest mapping program ever. But the easier the better.[/QUOTE]
I disagree. GECK is very easy, but is a pain in the ass to handle. I think the CryEngine is easy too.
Any program where you have to hand craft displacements gets on my nerves.
Finally, I won't have to kill my self just learning how to make a room!
This could be interesting if Valve does it right.
Hammer is fine the way it is IMO. The rest of the Source SDK though begs for improvement.
In my opinion, hammer is fine the way it is, except it crashes [I]way[/I] too often.
I think if they just fixed the memory leak and changed a few other things, it'd be fine.
Improve the compile process, and hopefully actual lighting previews
[i]or jump in game, if i'm feeling optimistic[/i]
Oh god, hopefully this means they'll make the auto-phenome tool work on Vista/7!
i bet they will make it a tile based editor, like in timesplitters 2.
If they're not going to update the SE SDK while they're at it, I couldn't give a shit. They break it with every new update and I have to pester dario and chet to fix it.
[QUOTE=SFC3;28296005]Finally, I won't have to kill my self just learning how to make a room![/QUOTE]
it's not that hard, tbh
I'm an idiot so I fully endorse this simplifying.
It would be nice to see more real-time stuff while mapping... Compiling and heading in-game 100x in a couple of hours is really tedious.
goddamnit i just perfected teleports
i hope they improve displacements , and carving, oh god the carving
and working lighting preview
[QUOTE=DOG-GY;28292958]That's because the UDK is in every way better. It's on an infinitely better engine too. Hammer is a pain in the ass to use, and too confusing to use to much potential (hardly anyone uses Source for AAA titles).[/QUOTE]
Easier?
I couldn't even figure out how to make a freaking wall.
Because you guys use models to make entire maps.
And I've seen more popular Source games than UDK games in plenty of places. There's like 3 on Steam I've never even heard of. And Source can actually [i]rin[/i] on PCs that suck. My friend can play all of his Source games on a 4 year old laptop.
[QUOTE=gk99;28302562]Easier?
I couldn't even figure out how to make a freaking wall.
Because you guys use models to make entire maps.
And I've seen more popular Source games than UDK games in plenty of places. There's like 3 on Steam I've never even heard of. And Source can actually [i]rin[/i] on PCs that suck. My friend can play all of his Source games on a 4 year old laptop.[/QUOTE]
I agree, Valve is smart by not attempting to have the vest graphics because it increases their audience by making it so that not everyone needs to have an expensive gaming PC to play.
I expect hammer to be WYSIWYG, but other than that I also expect they improve all other tools everyone ignores, like vtex and studiomdl. An optional gui wouldn't hurt.
[QUOTE=Chrispy_645;28301182]It would be nice to see more real-time stuff while mapping... Compiling and heading in-game 100x in a couple of hours is really tedious.[/QUOTE]
I just put VIS on Fast so it compiles in 3 minutes instead of 2 hours.
Unless valve adds alot of new tech along with simplification, i don't want to have to re-learn my entire interface again.
Not that I map anymore anyway
what i hate about hammer is how it crashes like HELL, sometimes even selecting something while having something else selected can crash.
apart from that the interface is just fine. they should work on its compiler so mappers don't have to use external applications to compile their maps, however.
[editline]26th February 2011[/editline]
because the actual compiler blows
[QUOTE=MenteR;28304043]what i hate about hammer is how it crashes like HELL, sometimes even selecting something while having something else selected can crash.
apart from that the interface is just fine. they should work on its compiler so mappers don't have to use external applications to compile their maps, however.
[editline]26th February 2011[/editline]
because the actual compiler blows[/QUOTE]
Oh shit oh shit WHY ARE YOU MAKING ME SELECT ONLY ONE FACE AUGHGHAGHA crash
[QUOTE=JLea;28292329]the current SDK is such a nightmare. quake compiling tools from 1996, and it's 15 years later :smith:[/QUOTE]
The quake 3 engine is the last thing I did any mapping in this might make it harder for me
I'm not surprised by this move with what Crytec and Epic have been doing with their engines for indie games Valve probably wants to get in on that scene
I hope Valve add more stuff to HLMV.
Sorry, you need to Log In to post a reply to this thread.