• Gabe Simplifying Hammer
    146 replies, posted
I hope now the map won't always be rendered in full bright in Hammer's 3D view.
[QUOTE=Wootman;28331924]I hope now the map won't always be rendered in full bright in Hammer's 3D view.[/QUOTE] That's one of the things I really like in the UDK, it renders everything real time in the 3D view.
[QUOTE=Keychain;28292550]Hammer is like.. the easiest mapping program ever. But the easier the better.[/QUOTE] I can't help but agree with you.
[QUOTE=Stupideye;28331953]That's one of the things I really like in the UDK, it renders everything real time in the 3D view.[/QUOTE] Hammer has that lighting preview thing which is good for indoor areas, and if you've been mapping long enough you don't even need to compile to get a good idea of what your map will look like.
[QUOTE=JLea;28332558]Hammer has that lighting preview thing which is good for indoor areas, and if you've been mapping long enough you don't even need to compile to get a good idea of what your map will look like.[/QUOTE] you kiddin me? the lighting preview doesn't do shit, takes forever to not do shit, and has a 95% chance of crashing hammer while it's not doing shit.
[QUOTE=p0rtalplayer;28332924]you kiddin me? the lighting preview doesn't do shit, takes forever to not do shit, and has a 95% chance of crashing hammer while it's not doing shit.[/QUOTE] It works, you just need to wait if you don't have a very good CPU. Raytracing isn't quick you know.
[QUOTE=Legend286;28329126][img_thumb]http://dl.dropbox.com/u/3779442/Screenshots/Projected_hug.jpg[/img_thumb] [/QUOTE] Holy fuck Portal 2 looks bad in that picture, lets hope that was taken in a console.
[QUOTE=gta-man12345;28335049]Holy fuck Portal 2 looks bad in that picture, lets hope that was taken in a console.[/QUOTE] Nope, it's just Valve using projected textures. I think they're too afraid to move away from the past or something, meanwhile Biohazard's making real-time motherfucking radiosity... [img]http://dl.dropbox.com/u/7340612/sdk_vehicles0053.jpg[/img] [img]http://dl.dropbox.com/u/7340612/sdk_vehicles0054.jpg[/img] ~wip~
I hope Hammer doesn't become more confusing for me!
[QUOTE=GameDev;28297577]actual lighting previews[/QUOTE] Fucking this. PLEASE. The first Unreal Editor had real time lighting preview and it was released in 1997. Also Source Film Maker and model importing please.
How about model scaling, at least for prop_static/prop_detail?
[QUOTE=Electrocuter;28335674]Also Source Film Maker. . . [/QUOTE] Valve said (Or I heard) that they will release that when all the "Meet The Team" videos are done. . . [i]Which should be any year now. .[/i] Also a lot of the camera views are broke for me as well. But I only need the Textured View.
[QUOTE=Legend286;28335408]Nope, it's just Valve using projected textures. I think they're too afraid to move away from the past or something, meanwhile Biohazard's making real-time motherfucking radiosity... [img_thumb]http://dl.dropbox.com/u/7340612/sdk_vehicles0053.jpg[/img_thumb] [img_thumb]http://dl.dropbox.com/u/7340612/sdk_vehicles0054.jpg[/img_thumb] ~wip~[/QUOTE] So he changed shadow color from 100% black to 50% brown? That's not radiosity.
[QUOTE=johan_sm;28336817]So he changed shadow color from 100% black to 50% brown? That's not radiosity.[/QUOTE] It looks like that, but it isn't. He uses traces to calculate average ambient light and then uses lpv grids to light areas up. The shadows are black in both pictures. [editline]28th February 2011[/editline] [QUOTE=gufu;28336606]How about model scaling, at least for prop_static/prop_detail?[/QUOTE] Portal 2 has this, go look at the Razer video. [img]http://dl.dropbox.com/u/7340612/sdk_vehicles0055.jpg[/img] [img]http://dl.dropbox.com/u/7340612/sdk_vehicles0052.jpg[/img] - To make it obvious. My fault you thought he was just colouring the shadows, but I didn't want to make this into the "Source doesn't look bad if you know what you're doing" thread.
[QUOTE=reepblue;28336611]Valve said (Or I heard) that they will release that when all the "Meet The Team" videos are done. . . [i]Which should be any year now. .[/i] Also a lot of the camera views are broke for me as well. But I only need the Textured View.[/QUOTE] Yeah they said that back in 2008, it's been so long since they released a video(some problem with the medic's voice actor?) that they might change their minds and hopefully release it before all the videos are done. Else at this rate we won't see the SFM for a couple more years.
I use hammer quite frequently. It's functional but I'll just say that it's too limited and that it doesn't handle light very well.
IF THEY FUCK WITH MY HAMMER I WILL I WILL Ah forget it. But I swear if they screw up ONE MORE FUCKING THING I will give up forever.
[QUOTE=Legend286;28335408]Nope, it's just Valve using projected textures. I think they're too afraid to move away from the past or something, meanwhile Biohazard's making real-time motherfucking radiosity... ~wip~[/QUOTE] [IMG]http://images.eurogamer.net/assets/articles//a/1/3/3/3/1/7/3/portal2_shot15.jpg.jpg[/IMG] [IMG]http://images.eurogamer.net/assets/articles//a/1/3/3/3/1/7/3/portal2_elevator02.jpg.jpg[/IMG] [IMG]http://images.eurogamer.net/assets/articles//a/1/3/3/3/1/7/3/portal2_shot05.jpg.jpg[/IMG] tis all dynamic ass you can see; no fuzzy edges of the shadows [editline]28th February 2011[/editline] also explain where the projected texture ents are if you think they still use it
[QUOTE=Meatpuppet;28350920][img_thumb]http://images.eurogamer.net/assets/articles//a/1/3/3/3/1/7/3/portal2_shot15.jpg.jpg[/img_thumb] [img_thumb]http://images.eurogamer.net/assets/articles//a/1/3/3/3/1/7/3/portal2_elevator02.jpg.jpg[/img_thumb] [img_thumb]http://images.eurogamer.net/assets/articles//a/1/3/3/3/1/7/3/portal2_shot05.jpg.jpg[/img_thumb] tis all dynamic ass you can see; no fuzzy edges of the shadows [editline]28th February 2011[/editline] also explain where the projected texture ents are if you think they still use it[/QUOTE] holy FUCK
[QUOTE=Meatpuppet;28350920][img_thumb]http://images.eurogamer.net/assets/articles//a/1/3/3/3/1/7/3/portal2_shot15.jpg.jpg[/img_thumb] [img_thumb]http://images.eurogamer.net/assets/articles//a/1/3/3/3/1/7/3/portal2_elevator02.jpg.jpg[/img_thumb] [img_thumb]http://images.eurogamer.net/assets/articles//a/1/3/3/3/1/7/3/portal2_shot05.jpg.jpg[/img_thumb] tis all dynamic ass you can see; no fuzzy edges of the shadows [editline]28th February 2011[/editline] also explain where the projected texture ents are if you think they still use it[/QUOTE] Valve is fucking awesome.
If you ask me, its simple enough. Its just that its very inefficient to use. Maps take much longer to make than they ought to.
[QUOTE=Meatpuppet;28350920][img_thumb]http://images.eurogamer.net/assets/articles//a/1/3/3/3/1/7/3/portal2_shot15.jpg.jpg[/img_thumb] [img_thumb]http://images.eurogamer.net/assets/articles//a/1/3/3/3/1/7/3/portal2_elevator02.jpg.jpg[/img_thumb] [img_thumb]http://images.eurogamer.net/assets/articles//a/1/3/3/3/1/7/3/portal2_shot05.jpg.jpg[/img_thumb] tis all dynamic ass you can see; no fuzzy edges of the shadows [editline]28th February 2011[/editline] also explain where the projected texture ents are if you think they still use it[/QUOTE] [img]http://dl.dropbox.com/u/9038221/shutupmeatmuppetyoufuckingdonkey.png[/img] The filtering isn't very visible but it's still there, Valve are just using higher resolution projected textures. Not saying it doesn't look good, but Valve needs to stop using the hackiest methods to do simple things.
The problem is that you have to sit and faff around with everything and search through textures and I/O commands and it's just a pain. Especially, the I/O system. There should be a 'Link I/O' toll where for example, you could spawn 2 entities (A button and a door), and then select this tool, click the button, then the door and 'link' them, or whatever. But then obviously for more complex stuff you can always go in and edit the variables yourself. More than anything though I hope the editor also loads the game up itself, so you can jump straight into the game in real time, or that when the map is finished compiling that it loads the map instantly, instead of taking ages to load the game.
[QUOTE=Samuelgames;28352418]Are you saying that valve sacrificed a lot of perf just to add a dynamic light that would make no difference than in high resolution lightmaps (Which you seem to disclaim in your picture)? In a static area like this it would make no sense, Besides if it is a projected texture they could've simply baked the shadows to save perf, also can save it from the mysterious "grain". Also in the original OB Release the projected texture shadowing had no grain in ATi Cards, but then they've changed it back to the same shader of the Nvidia cards for some reason.[/QUOTE] The only major reason they're using projected textures in that scene is because they're too lazy to update VRad to a later beast version which supports studiomdl lightmapping. Plus you'd need to make another UV channel for proper model lightmapping which is probably too complicated to do with the current studio tools source has.
i know the ins and outs of 3ds max and i find hammer to be confusing as fuck
[i]Modders and map makers use the same Hammer level editor that Valve do.[/i] Modders and mappers are the same, idiots. :suicide:
Unreal Editor 2/3 is the easiest editor by far. Click a button, click another button, you have a room. If hammer was like that, it'd be much simpler..
[QUOTE=killer89;28367034][i]Modders and map makers use the same Hammer level editor that Valve do.[/i] Modders and mappers are the same, idiots. :suicide:[/QUOTE] A modder changes content/adds new content that could be pretty much anything and the mapper adds content in the form of maps
This is really good news indeed!
[QUOTE=Xenoyia v2;28367487]Unreal Editor 2/3 is the easiest editor by far. Click a button, click another button, you have a room. If hammer was like that, it'd be much simpler..[/QUOTE] Nah, I'd say Cryengines editor (CryEd) is the easiest to use.
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