HL2 SDK soon
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Re: HL2 SDK soon
Posted by Spartan on Sat Nov 6th at 3:14am 2004


^^ YES ^^^ PLEASE^^^ THIS MAN ABOVE ME IS VERY RIGHT IN HIS THINKING^^^^ SCREENIES PLEASE^^^^



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Re: HL2 SDK soon
Posted by Edge Damodred on Sat Nov 6th at 3:25am 2004


Yay!!! HL2 SDK...And a wave of new killboxes are brought into creation. wrought with damnation and pestilence.

Oh yeah, and if you remember me, you get a cookie.

[addsig]




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Re: HL2 SDK soon
Posted by mazemaster on Sat Nov 6th at 3:29am 2004


From the CS.net forums:
[addsig]




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Re: HL2 SDK soon
Posted by Tracer Bullet on Sat Nov 6th at 3:32am 2004


? quoting Edge Damodred

Oh yeah, and if you remember me, you get a cookie.

I want one!

Still studying game design at Full Sail? (I think that was you)

[addsig]




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Re: HL2 SDK soon
Posted by G.Ballblue on Sat Nov 6th at 4:04am 2004


HL2 < VHE2

[addsig]



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Re: HL2 SDK soon
Posted by ReNo on Sat Nov 6th at 4:17am 2004


Sorry for filesize, but its kinda necessary to make any of it readable.



Hierarchical vis groups is going to be a very very useful feature

Whoever made the default hammer settings for compiling needs to be slapped. They made the game executable point at the BSP executable, so it reruns BSP again at the end of a compile again by default! I spent ages trying to figure out why my lighting wasn't working before I came across this wierd issue.
[addsig]




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Re: HL2 SDK soon
Posted by Dr Brasso on Sat Nov 6th at 7:00am 2004


im still trying to figure them all out yet, but this version has some issues which have me somewhat perplexed......and its apparently a serious resources drainer.....ill report back asap......

Dr Brasso...





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Re: HL2 SDK soon
Posted by Orpheus on Sat Nov 6th at 11:06am 2004


? quoting ReNo
That thing is a helluva lot more demanding than the older hammers - even my 3200XP with 512mb of RAM struggles! At the moment the editor is quite a bit more different than I had expected but it shouldn't take too long to become accustomed to it. Everyone really ought to make themselves some batch files as using the built in compiler and keeping hammer open in the background will waste quite a lot of your system resources I imagine!

this question is rapidly becoming moot, so i suppose its now safe to post it..

what is the differences between the *taboo* hammer and the final released?? does anyone have both and can say??

i have had the *taboo* practically since it was available, and it runs as smooth as 3.5 ever did.. why is the final version so resource demanding?? what did they do to it?

now, i have not played with it in a while.. these Xmas pcs are taking all my spare time, but i do remember the smoothness of it..

[addsig]




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Re: HL2 SDK soon
Posted by wil5on on Sat Nov 6th at 11:22am 2004


? quoting ReNo
That thing is a helluva lot more demanding than the older hammers - even my 3200XP with 512mb of RAM struggles!

Ahh crap!

/continues saving...

[addsig]




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Re: HL2 SDK soon
Posted by Orpheus on Sat Nov 6th at 11:36am 2004


there is an outside chance that once you get the game, the editor will smooth out..

i have noticed that it relies a bit on the hl2 folder to draw its sources from.. without the game, the editor may be having to access things in another way to make it function until you get the game to help it along with.

that may or may not have made sense, but it sounded good while i was outside thinking it up

anywho's, the fact remains, my *taboo* hammer runs exactly like hammer 3.5 does..

maybe, its driver related?? whatever.. i suppose we will only be sure once the game is out.

[addsig]




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Re: HL2 SDK soon
Posted by ReNo on Sat Nov 6th at 3:56pm 2004


I imagine its due to the textures as much as anything. There are a whole lot of them loaded in by default (all the CS:S ones) and you need to add materials folders to an exlusion list to have them NOT loaded, as opposed to have them in a list to HAVE them loaded. As most of these textures are 512x512, thats a whole lot of memory needed for these textures. Of course I doubt these are all loaded by default, but instead loaded when you view them in the texture browser or have them used in the level, so they shouldn't hit performance all the time.

Also, as far as I know you need to run it through steam, which won't help matters. I also tend to run CS:S in the background just now as I'm compiling so frequently. I didn't do this originally though, and it still ran very slowly. Strangely enough, performance has recently seemed not so terrible.
[addsig]




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Re: HL2 SDK soon
Posted by G.Ballblue on Sat Nov 6th at 4:13pm 2004


I'm reading an article on "Creating Materials". You can bet when HL2 is released, the next thing I'm getting is the SDK [addsig]



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Re: HL2 SDK soon
Posted by Tracer Bullet on Sat Nov 6th at 4:30pm 2004


Maybe it would help to unpack the GCF file? I dono. I havn't tried it yet. [addsig]



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Re: HL2 SDK soon
Posted by Dr Brasso on Sat Nov 6th at 4:37pm 2004


update......first off, reno is correct when he says it must run thru steam....*groan*...secondly,when you uninstall hammer 3.5, you either need to rename your wads folder (the one accessed by 3.5) or remove it altogether....apparently on the first setup of 4.0, it auto configures to the point of having to go thru and make sure all folders and side folders are appropriate....it searched out and loaded all my wads for tfc, dod, etc etc etc.....quite a few gigs of stuff there... im running a gig of mem, and after perfoming the above countermeasures, performance has improved, but not to the point where i think its optimized.....im still plugging away at it, so.......

to be continued.....

Dr Brasso....

EDIT>> i see the squirrel is online......maybe a bit of input sensai??





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Re: HL2 SDK soon
Posted by ReNo on Sat Nov 6th at 4:49pm 2004


While it is true you need to be running steam to run hammer, you don't need to run hammer through steam, if you get what I mean. You can go to your sourcesdk/bin/hammer.exe, create a shortcut to it on your desktop, and run hammer using that. It will just close if steam isn't running, but its a quicker way to launch it than going through the "play games -> sdk -> hammer" route.
[addsig]




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Re: HL2 SDK soon
Posted by Forceflow on Sat Nov 6th at 4:56pm 2004


I've just purchased HL2 Silver through steam.

Downloading SDK now ...
[addsig]




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Re: HL2 SDK soon
Posted by KungFuSquirrel on Sat Nov 6th at 4:58pm 2004


Don't look at me. I fiddled around for maybe 10 minutes last night and have tooled around the cobble map a bit this morning and have basically 0 interest in even trying to do anything with it.

I probably will eventually, but it's just as clunky as hammer and as time goes on, especially looking at these editor bits, I'm getting less and less impressed with Source as an engine, though I'm still hugely hyped about HL2 as a game. [addsig]




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Re: HL2 SDK soon
Posted by G.Ballblue on Sat Nov 6th at 5:03pm 2004


? quoting KungFuSquirrel
Don't look at me. I fiddled around for maybe 10 minutes last night and have tooled around the cobble map a bit this morning and have basically 0 interest in even trying to do anything with it.

I probably will eventually, but it's just as clunky as hammer and as time goes on, especially looking at these editor bits, I'm getting less and less impressed with Source as an engine, though I'm still hugely hyped about HL2 as a game.

:O

[addsig]




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Re: HL2 SDK soon
Posted by ReNo on Sat Nov 6th at 5:08pm 2004


I noticed there is no way he can get that dual screen editor layout you wanted still Andrew, as the texture browser still steals the focus

Still, while you are right that it has problems, it also does have a lot of improvements. Overlays are going to save the bother of making thin brushes over the top of objects to achieve the same effect, vis group hierarchies are, I would think, going to be tremendously useful, and though I'm still trying to figure out how to make them, displacement surfaces sound like a big time saver.
[addsig]




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Re: HL2 SDK soon
Posted by KungFuSquirrel on Sat Nov 6th at 5:13pm 2004


Reno: No, overlays won't. They're like decals, except easier to move around. There are no scaling options available, and if you look at the cobble sample map, the more detailed overlay stuff (like the grass/vine 'climbing' up the wall), it's a 1-unit thick func_illusionary with an alpha texture.

Displacement surfaces are useless. The painter rather sucks and there's no way to get a wireframe view of what you're creating - in any view other than 3d textured, it's a solid freakin' color that doesn't let you have the slightest clue what you're doing. It doesn't even show up as anything other than an entity bounding box in the editor, which is even more worthless.

Group heirarchies are nice, yes, but there's just so many things so poorly implemented in this I'm almost slackjawed. I expected only a small gain over Hammer 3.5, but I expected far better than this. [addsig]





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