Valve DM Map Contest
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Re: Valve DM Map Contest
Posted by 7dk2h4md720ih on Fri Dec 3rd at 1:22am 2004


? quote:
As for losing the rights to whatever you submit, valve can go, wel, i cant really say in a pulic forum. That just sucks.



You can say 'valve can go f**k themselves'. It's quite an acceptable, if misinformed opinion.




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Re: Valve DM Map Contest
Posted by half-dude on Fri Dec 3rd at 3:37am 2004


? quoting Yak_Fighter
C'mon half-dude, why limit yourself? Join the bandwagon already!

I just don't want to have to learn everything over again, I mean there are some simular things about the editer but I see that there are alot of differences from the old one. For instance I have no idea what prop physics are and it seems like everything is running on steam now and I still have no idea what that thing is all about. I tried to use steam to do muliplayer but I lost my code, so personally I hate steam! If you want to know something, I havent even played HL2 yet becouse my computer isnt upgraded yet I'll be able to play this friday actually Im so excited.

Plus, half life two has different enemys then HL1's so I cant even make my mod with HL2 bummer.

[addsig]




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Re: Valve DM Map Contest
Posted by Crono on Fri Dec 3rd at 3:58am 2004


? quoting half-dude

? quoting Yak_Fighter
C'mon half-dude, why limit yourself? Join the bandwagon already!
I just don't want to have to learn everything over again, I mean there are some simular things about the editer but I see that there are alot of differences from the old one. For instance I have no idea what prop physics are and it seems like everything is running on steam now and I still have no idea what that thing is all about. I tried to use steam to do muliplayer but I lost my code, so personally I hate steam! If you want to know something, I havent even played HL2 yet becouse my computer isnt upgraded yet I'll be able to play this friday actually Im so excited.
Plus, half life two has different enemys then HL1's so I cant even make my mod with HL2 bummer.


Those are just entities though, the overall hammer interface and mapping technique is the same. It's no different then mapping for a new mod that supports something new.

Steam is pretty damn easy to configure for HL1 and even easier to configure for hl2. In fact it's pretty automatic through the SDK window. [addsig]




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Re: Valve DM Map Contest
Posted by Nickelplate on Fri Dec 3rd at 5:48am 2004


? quoting Crono

Those are just entities though, the overall hammer interface and mapping technique is the same. It's no different then mapping for a new mod that supports something new.

Steam is pretty damn easy to configure for HL1 and even easier to configure for hl2. In fact it's pretty automatic through the SDK window.

True, The different thing that one must remember is cubemaps. Otherwise you don't get the rich 3D-looking stuff like tha game has. Also, the new hammer has PROBLEMS!!!! Check this out. This is what has happened to me.

http://crapbucket.brad.com/hammerhog.jpg

previously steam was using close to 80 Megabytes of my RAM. WTF is up with these new valve things using all my s**t?>

[addsig]




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Re: Valve DM Map Contest
Posted by ReNo on Fri Dec 3rd at 5:55am 2004


It depends on what you are doing in hammer. For example, I managed to get hammer's memory usage up to that level by opening the texture browser and scrolling through - forcing it to load all the textures into memory. Once I minimised hammer and brought it back up, it went down to 8mb. I wouldn't say its use of memory is a problem - if you want all those textures loaded in at once, you need to put them in memory, its as simple as that really.
[addsig]




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Re: Valve DM Map Contest
Posted by Nickelplate on Fri Dec 3rd at 6:03am 2004


? quoting ReNo
It depends on what you are doing in hammer. For example, I managed to get hammer's memory usage up to that level by opening the texture browser and scrolling through - forcing it to load all the textures into memory. Once I minimised hammer and brought it back up, it went down to 8mb. I wouldn't say its use of memory is a problem - if you want all those textures loaded in at once, you need to put them in memory, its as simple as that really.

true! And I WAS in the texture browser at the time of the lock-up. But it never let me minimise or anything. I just had to "end task"

[addsig]




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Re: Valve DM Map Contest
Posted by Tracer Bullet on Fri Dec 3rd at 6:05am 2004


It would be nice if the texture browser was designed so that you were viewing thumbnails rather than the full size images. That would help performance tremendously. [addsig]



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Re: Valve DM Map Contest
Posted by KungFuSquirrel on Fri Dec 3rd at 6:42am 2004


It'd be nice if the texture browser didn't steal focus from the rest of the program! Then my uber window layout would function! hehe [addsig]



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Re: Valve DM Map Contest
Posted by ReNo on Fri Dec 3rd at 6:57am 2004


Hey at least the mousewheel now works for scrolling through the textures rather than scrolling through your previously typed filters. Thats one of hammer's nicest improvements if you ask me
[addsig]




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Re: Valve DM Map Contest
Posted by Crono on Fri Dec 3rd at 7:21am 2004


Is anyone else finding the clip tool to be a bit inaccurate when selecting end points? [addsig]



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Re: Valve DM Map Contest
Posted by Leperous on Fri Dec 3rd at 9:09am 2004


I am finding incredibly annoying Hammer's habit to not quite align/create solids to grid, they are sometimes out by a fraction of a unit and you get leaks all over the place And it STILL has that annoying selection problem, where when you have a solid selected and go to move it, it will move the "outline" but not the solid itself!





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Re: Valve DM Map Contest
Posted by ReNo on Fri Dec 3rd at 9:21am 2004


Yeah thats an annoying one. Not had the problem that is causing your leaks, but then I pretty much only ever create a single brush per level and clone it for the rest. The one that pisses me off the most is how it forgets your texture settings after your "apply texture and settings" once - it makes texturing a big pain on occasion
[addsig]




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Re: Valve DM Map Contest
Posted by JFry on Fri Dec 3rd at 1:07pm 2004


? quoting ReNo
Hey at least the mousewheel now works for scrolling through the textures rather than scrolling through your previously typed filters. Thats one of hammer's nicest improvements if you ask me

Yes I know what you mean, that never ceased to annoy me.

? posted by Crono
Is anyone else finding the clip tool to be a bit inaccurate when selecting end points?

I noticed that too, it seems sorta dodgy, whereas before it was smooth. Maybe we just need to get used to it yet.





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Re: Valve DM Map Contest
Posted by Spartan on Fri Dec 3rd at 1:09pm 2004


Remember the horrors of using Hammer 2.1! [addsig]



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Re: Valve DM Map Contest
Posted by KungFuSquirrel on Fri Dec 3rd at 2:28pm 2004


There was no such thing as Hammer 2.1. Worldcraft! 1.5 and especially 1.6 were far better than WC 2.x . I still can't believe they don't have wireframe grid views for models and that half the models have horridly placed origins and are at odd sizes (i.e. not on the grid), which makes them an incredible pain in the ass to use properly. I see now why that game took them 5 years. They had to align those models all this time!

? quote:
Hey at least the mousewheel now works for scrolling through the textures rather than scrolling through your previously typed filters.


It still does that, and you could still scroll in 3.5 as well. Just have to select the textures. If you type in a filter and start scrolling, poof! [addsig]




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Re: Valve DM Map Contest
Posted by Gwil on Fri Dec 3rd at 2:36pm 2004


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I am finding incredibly annoying Hammer's habit to not quite align/create solids to grid, they are sometimes out by a fraction of a unit and you get leaks all over the place And it STILL has that annoying selection problem, where when you have a solid selected and go to move it, it will move the "outline" but not the solid itself!



Really annoying aye. The quickest workaround I found was to simply click the solid in another view, do a transform then snap it back to original size. Should be back to normal for translation/transform as you originally intended then.


[addsig]




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Re: Valve DM Map Contest
Posted by Yak_Fighter on Fri Dec 3rd at 6:02pm 2004


? quoting ReNo
Yeah thats an annoying one. Not had the problem that is causing your leaks, but then I pretty much only ever create a single brush per level and clone it for the rest. The one that pisses me off the most is how it forgets your texture settings after your "apply texture and settings" once - it makes texturing a big pain on occasion

Why did they change it so the texture applicator forgets the settings? It makes texturing large areas impossibly annoying, especially since I usually do all the texturing in big chunks after placing the brushes.

[addsig]




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Re: Valve DM Map Contest
Posted by Orpheus on Sat Dec 4th at 11:32am 2004


? quoting Spartan 34
Remember the horrors of using Hammer 2.1!

i had no horrors with 2.1, in fact it taught me some valuable lessons. i learned far more about mapping with it than i ever did with 3.x series.

in fact, if i had a suggestion to n00b mappers, it would be to start from 2.x and work up.

the only issue i remember anyone having was their own crappy video cards.. 2.x loved voodoo.

[addsig]




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Re: Valve DM Map Contest
Posted by Leperous on Sat Dec 4th at 7:49pm 2004


So does anyone know exactly what they mean by "publish" in the rules? i.e. are they saying you can't remake a map and submit it, or are they saying you cannot announce that you are making it and show it off online?



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Re: Valve DM Map Contest
Posted by Tracer Bullet on Sat Dec 4th at 7:52pm 2004


I don't know, but I don't see how they could classify posting screen shots as "publishing". It seems to me that as long as you don't post a download, you ought to be OK but that is, of course, just speculation. [addsig]




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