Hammer Feature Requests
Post Reply
Quote
Re: Hammer Feature Requests
Posted by omegaslayer on Fri Oct 14th at 7:29pm 2005


I subscribe to HLmappers (a email chain thing), and I happen to read one and come across this:
http://developer.valvesoftware.com/wiki/Hammer_Feature_Requests
After reading it I find that these requests are outrageous!! Now I have no knowlege in coding or what ever hammer is made from, but I doubt there will EVER be a previewable lighting (The HL engine would have to rely more on dynamic lighting). Even with the edition of HDR I dont think that will make a difference. Anyways Im starting this thread so the experienced mappers can start their own list of things they would like. Bear in mind it has to be reasonable. Stuff we could actually use. Like here are mine:

  • Assign a pivot point when we are rotating brushes/models.
  • Option to show model verticies in the the orthographic views.
  • (I realize that this would have to be code wise in the HL engine) But be able to scale modles up.
  • CSG merge - a very handy feature in Qradiant that merges two brushes together to form one, very good for management.
  • (recently I have been learning Maya, and I get this idea from that) Some sort of copy tool that can "extrude" some brushes along a line (I realize that more features would have to be added, like a line)

Anyone else have any ideas/comments?
edit: sorry added the link, for some reason it didnt reconize the [url] tags I added onto it.






Quote
Re: Hammer Feature Requests
Posted by Dark_Kilauea on Fri Oct 14th at 9:07pm 2005


Taking some things from QuArK...
  1. QuArKs arch tool, best arch tool I've ever seen.
  2. Catergorized lists, ie menus for al the types of entities, like monsters go in a monster submenu, items go in an item submenu, ect.
  3. A stair tool.
Also, previewable lighting isn't too far-fetched, QuArK was also able to impliment that in it's GLview.



Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/



Quote
Re: Hammer Feature Requests
Posted by ReNo on Fri Oct 14th at 9:35pm 2005


Previewable lighting is possible, but its not gonna happen without some sort of compilation. A balance between the complexity/accuracy of the preview, and time taken to calculate the lightmaps, would have to be struck. If it could figure out what lights and lightmaps had potentially changed and only take those changes into account when pressing the preview button, it could speed up the preview compile time and make it more acceptable. Of course all of this is just guesswork, but it seems a reasonable if highly unlikely request.






Quote
Re: Hammer Feature Requests
Posted by Windows 98 on Fri Oct 14th at 9:38pm 2005


Doesn't UnrealED have viewable light while mapping?






Quote
Re: Hammer Feature Requests
Posted by Captain P on Fri Oct 14th at 9:48pm 2005


I believe UnrealEd has that, but last time I tried (some years ago <img src=" SRC="images/smiles/icon_biggrin.gif">) it was really slow.






Quote
Re: Hammer Feature Requests
Posted by Loco on Fri Oct 14th at 10:09pm 2005


Maybe not quite so outrageous...
http://www.snarkpit.net/forums.php?forum=6&topic=5872&12
<img src=" SRC="images/smiles/icon_smile.gif">






Quote
Re: Hammer Feature Requests
Posted by Campaignjunkie on Fri Oct 14th at 10:25pm 2005


Maybe if the lighting preview area is restrained by, say, the cordon bounds, it won't be so bad. But yeah, I don't think it'll be particularly as accurate or useful as some people think.




Quote
Re: Hammer Feature Requests
Posted by Madedog on Fri Oct 14th at 10:31pm 2005


Umm... UnrealEd lightning is real cool.
On the other hand, UnrealEd has a part of the Unreal Engine implemented in it. Secondly, Unreal takes real advantage of OpenGL (which, I think, is the best thing). Instead, Source takes advantage of DirectX, which is - 1) slower, 2) messier and 3) only supported in windows. Implementing this into OpenGL editor (Hammer, is it OGL?) would be a pain in the butt. They COULD have done that if they built Source onto OGL but instead it seems I'm gonna have to salute Atari for U3 and UnrealEd 4. It seems really good. And trust me, I am going to start using it since it supports Linux. <img src=" SRC="images/smiles/icon_smile.gif"> Open Source is future (Linux) and everyone who make programs for it, I salute!



HL2 tutorials 'n' stuff: http://madedog.pri.ee
217.159.236.34:27050 - CSS Server - Clean | koffer.ee




Post Reply