because im a noob can someone spell it out for me, on how I get the beta sdk?
Re: A New Age (okay, not really)
Posted by Madedog on Wed Nov 23rd at 2:11am 2005

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Posted by Madedog on Wed Nov 23rd at 2:11am 2005
You make a shortcut to _somewhere_
You target the shortcut to your Steam.exe
You Right Click and choose Properties on that shortcut
You round the initial Parameter box with quotes, and then add -beta sdk behind it
You will make sure the format would be something like this:
"D:SteamSteam.exe" -beta sdk
You target the shortcut to your Steam.exe
You Right Click and choose Properties on that shortcut
You round the initial Parameter box with quotes, and then add -beta sdk behind it
You will make sure the format would be something like this:
"D:SteamSteam.exe" -beta sdk
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Re: A New Age (okay, not really)
Posted by Campaignjunkie on Wed Nov 23rd at 2:40am 2005

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Posted by Campaignjunkie on Wed Nov 23rd at 2:40am 2005
Huzzah, I just got HDR working in my HL2 map. It's a wonderful feeling.
(note: You can't run HDR maps with HL2 yet, you have to load singleplayer HDR maps through Lost Coast)
(note: You can't run HDR maps with HL2 yet, you have to load singleplayer HDR maps through Lost Coast)
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Re: A New Age (okay, not really)
Posted by Addicted to Morphine on Wed Nov 23rd at 4:03am 2005
Posted by Addicted to Morphine on Wed Nov 23rd at 4:03am 2005
If you guys want to check out the full changelog, it's here:
http://developer.valvesoftware.com/wiki/SDK_Beta_Changelist
http://developer.valvesoftware.com/wiki/SDK_Beta_Changelist
Re: A New Age (okay, not really)
Posted by Crono on Wed Nov 23rd at 4:18am 2005
... kay ...
Posted by Crono on Wed Nov 23rd at 4:18am 2005
? quote:
Crono - No, it doesn't seem to compress the textures for the browser nor does it reduce the amount of memory, sadly =[
... kay ...
Blame it on Microsoft, God does.
Re: A New Age (okay, not really)
Posted by satchmo on Wed Nov 23rd at 5:56am 2005
How did you do it? Do you have to change anything in your map's source code from Hammer to enable HDR? Do you simply load up your custom map within Lost Coast?

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Posted by satchmo on Wed Nov 23rd at 5:56am 2005
? quote:
Huzzah, I just got HDR working in my HL2 map. It's a wonderful feeling.
How did you do it? Do you have to change anything in your map's source code from Hammer to enable HDR? Do you simply load up your custom map within Lost Coast?
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Re: A New Age (okay, not really)
Posted by Crono on Wed Nov 23rd at 6:48am 2005
Posted by Crono on Wed Nov 23rd at 6:48am 2005
I believe a tutorial is in order.
If you hurry you'll have one for this year too, CJ.
If you hurry you'll have one for this year too, CJ.
Blame it on Microsoft, God does.
Re: A New Age (okay, not really)
Posted by Campaignjunkie on Wed Nov 23rd at 7:34am 2005

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Posted by Campaignjunkie on Wed Nov 23rd at 7:34am 2005
Valve beat me to the punch.
But in a nutshell: Enable HDR compile (the checkbox on the "Run Map" dialog); VRAD will compile twice, once for normal lightmaps, once for HDR lightmaps. Then, copy and paste your map into lost coastlostcoastmaps, and load 'er up! Don't forget to build cubemaps either.
The bad part(s):
- Two sets of lightmaps, two sets of cubemaps; double the compile time, double the BSP file size.
- Outdoor maps generally need a custom HDR skybox thingmajig. I'm not sure how easy it is to make one, but Valve made it sound like a lot of work in all those tech interviews (or maybe they were exaggerating to the press? who knows)
But in a nutshell: Enable HDR compile (the checkbox on the "Run Map" dialog); VRAD will compile twice, once for normal lightmaps, once for HDR lightmaps. Then, copy and paste your map into lost coastlostcoastmaps, and load 'er up! Don't forget to build cubemaps either.
The bad part(s):
- Two sets of lightmaps, two sets of cubemaps; double the compile time, double the BSP file size.
- Outdoor maps generally need a custom HDR skybox thingmajig. I'm not sure how easy it is to make one, but Valve made it sound like a lot of work in all those tech interviews (or maybe they were exaggerating to the press? who knows)
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Re: A New Age (okay, not really)
Posted by Agent Smith on Wed Nov 23rd at 9:17am 2005

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Posted by Agent Smith on Wed Nov 23rd at 9:17am 2005
lol, I just ticked HDR in the simple compile options and it worked,
albeit rather randomly, and reflections on water don't seem to work.
I'll have to fiddle some more. I hope its not as complex to do outdoor
area's, as thats all I've been working on
" SRC="images/smiles/icon_smile.gif">.
Oh, and that was in DOD: Source, which seems to be included in the beta SDK with fully functioning HDR lighting. I'll have some screens of my latest dod map up soon, something I've been working on between job applications.
Oh, and that was in DOD: Source, which seems to be included in the beta SDK with fully functioning HDR lighting. I'll have some screens of my latest dod map up soon, something I've been working on between job applications.
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Re: A New Age (okay, not really)
Posted by Captain P on Wed Nov 23rd at 1:37pm 2005

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Posted by Captain P on Wed Nov 23rd at 1:37pm 2005
Exactly why I won't use HDR, CJ. Double filesize for something by far
not everyone can see (yet)? Maps are already quite large files...
I think it's something to use in the future, when it's more mainstream. Not for me right now yet.
" SRC="images/smiles/icon_smile.gif">
I think it's something to use in the future, when it's more mainstream. Not for me right now yet.
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Re: A New Age (okay, not really)
Posted by MisterBister on Wed Nov 23rd at 5:10pm 2005

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Posted by MisterBister on Wed Nov 23rd at 5:10pm 2005
Im currently having issues with hammer. It worked fine until i fired up
steam today and loaded my current project. The program crashed.
It seemes like every time i load a map or try to create a new one, hammer crashes. Seemes like i have to reinstall the SDK again.. =(
It seemes like every time i load a map or try to create a new one, hammer crashes. Seemes like i have to reinstall the SDK again.. =(
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Re: A New Age (okay, not really)
Posted by Andrei on Wed Nov 23rd at 7:27pm 2005
Posted by Andrei on Wed Nov 23rd at 7:27pm 2005
I'm pretty hesitant when it comes to beta software. Did they at least fix the detail sprite and alpha mask bugs?
[edit]
Erm...no. But the other features are nice though.
[edit]
? quote:
Did they at least fix the detail sprite and alpha mask bugs?
Erm...no. But the other features are nice though.
Re: A New Age (okay, not really)
Posted by Madedog on Wed Nov 23rd at 7:48pm 2005

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Posted by Madedog on Wed Nov 23rd at 7:48pm 2005
MisterBister, are you sure you restarted steam with -beta sdk in the parameters?
" SRC="images/smiles/icon_wink.gif"> I did that mistake, used wrong shortcut for it
" SRC="images/smiles/icon_wink.gif">
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Re: A New Age (okay, not really)
Posted by fishy on Wed Nov 23rd at 8:42pm 2005
Posted by fishy on Wed Nov 23rd at 8:42pm 2005
the model selector is really getting on my nerves now. ok, it gives a nice 3D preview of the model, but i was a lot happier spotting what i need by running my good eye over some pictures, rather than searching through a big list of names to see a preview of something i'm about to see anyway, at the next click of my mouse, and in the context of my map.
i eat paint
Re: A New Age (okay, not really)
Posted by RabidMonkey777 on Wed Nov 23rd at 9:07pm 2005

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Posted by RabidMonkey777 on Wed Nov 23rd at 9:07pm 2005
Same, it's kind of a cool concept but the thumbnails were much more efficient.
I have some issues with the brushes too - They drag in the 2d views way too slow and you have to be able to see the origin when you drag them or it starts a selection box instead.
I have some issues with the brushes too - They drag in the 2d views way too slow and you have to be able to see the origin when you drag them or it starts a selection box instead.
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Re: A New Age (okay, not really)
Posted by satchmo on Wed Nov 23rd at 9:21pm 2005

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Posted by satchmo on Wed Nov 23rd at 9:21pm 2005
Different isn't necessarily better.
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Re: A New Age (okay, not really)
Posted by Andrei on Wed Nov 23rd at 9:30pm 2005
Posted by Andrei on Wed Nov 23rd at 9:30pm 2005
I wish they fixed the displacement issues already.
The detail sprites
(aka the grass) were the only thing that distracted people from the
ugliness of the grass textures.
The detail sprites
(aka the grass) were the only thing that distracted people from the
ugliness of the grass textures.
Re: A New Age (okay, not really)
Posted by Agent Smith on Wed Nov 23rd at 10:58pm 2005

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Posted by Agent Smith on Wed Nov 23rd at 10:58pm 2005
What are you talking about Andrei? I've never had any troubles with displacements or detail sprites.
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Re: A New Age (okay, not really)
Posted by Andrei on Wed Nov 23rd at 11:07pm 2005
Posted by Andrei on Wed Nov 23rd at 11:07pm 2005
Erm...I was referring to the inverted alpha problem and...uh...the fact
that detail sprites aren't being drawn anymore on any of the grass
materials (that previously supported such a thing). I've heard others complain about these problems aswell.
Re: A New Age (okay, not really)
Posted by RabidMonkey777 on Thu Nov 24th at 7:40am 2005

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Posted by RabidMonkey777 on Thu Nov 24th at 7:40am 2005
You might have to recopy a detail.vbsp file, I think the update gets rid of it from the bin folder. It did for me at least.
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