Re: HL2 SDK soon
Posted by Leperous on
Fri Nov 5th 2004 at 10:25am
Posted
2004-11-05 10:25am
Leperous
Creator of SnarkPit!
member
3382 posts
1635 snarkmarks
Registered:
Aug 21st 2001
Occupation: Lazy student
Location: UK
/shudders at thought of Farkism taking over here
Re: HL2 SDK soon
Posted by MisterBister on
Fri Nov 5th 2004 at 10:41am
Posted
2004-11-05 10:41am
277 posts
78 snarkmarks
Registered:
Oct 17th 2004
Occupation: studying
Location: SWEDEN
Great, I cant wait to get my hands on that SDK ^_^.
Re: HL2 SDK soon
Posted by fishy on
Fri Nov 5th 2004 at 1:21pm
fishy
member
2623 posts
1476 snarkmarks
Registered:
Sep 7th 2003
Location: glasgow
I'd imagine they'll hold it back until the steam network calms down a bit after the initial HL2 release.
Re: HL2 SDK soon
Posted by ReNo on
Fri Nov 5th 2004 at 9:02pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
I'd hope they get it out prior to release...but thats wishful thinking.
I'm finding myself opening and closing steam every now and then today
in the vain hope that it might show itself on the games list.
Re: HL2 SDK soon
Posted by Yak_Fighter on
Fri Nov 5th 2004 at 10:17pm
Posted
2004-11-05 10:17pm
1832 posts
742 snarkmarks
Registered:
Dec 30th 2001
Occupation: College Student/Slacker
Location: Indianapolis, IN
well f**k me, the sdk is supposed to be released today at some time
:biggrin:
Re: HL2 SDK soon
Posted by Campaignjunkie on
Fri Nov 5th 2004 at 10:28pm
Posted
2004-11-05 10:28pm
1309 posts
329 snarkmarks
Registered:
Feb 12th 2002
Occupation: Student
Location: West Coast, USA
I believe it's been released now... Assuming you purchased HL2 via Steam. Bastards. :smile:
Re: HL2 SDK soon
Posted by Andrei on
Fri Nov 5th 2004 at 10:30pm
Posted
2004-11-05 10:30pm
Andrei
member
2455 posts
1248 snarkmarks
Registered:
Sep 15th 2003
Location: Bucharest, Romania
They're going to add support for QuArK aswell :biggrin: .
Re: HL2 SDK soon
Posted by Tracer Bullet on
Sat Nov 6th 2004 at 1:03am
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
I've loadad up VHE4, and sadly, I don't think i have enough RAM to actualy do anything with it. :sad:
Re: HL2 SDK soon
Posted by ReNo on
Sat Nov 6th 2004 at 2:27am
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
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!
Re: HL2 SDK soon
Posted by Forceflow on
Sat Nov 6th 2004 at 2:43am
2420 posts
451 snarkmarks
Registered:
Nov 6th 2003
Occupation: Engineering Student (CS)
Location: Belgium
only for HL2 buyers ? Lame. I want it now.
Re: HL2 SDK soon
Posted by fraggard on
Sat Nov 6th 2004 at 3:10am
1110 posts
220 snarkmarks
Registered:
Jul 8th 2002
Occupation: Student
Location: Bangalore, India
Could some one post some screens of the editor for the underprivileged non-steam lusers like me?
Re: HL2 SDK soon
Posted by Spartan on
Sat Nov 6th 2004 at 3:14am
Spartan
member
1204 posts
409 snarkmarks
Registered:
Apr 28th 2004
^^ YES ^^^ PLEASE^^^ THIS MAN ABOVE ME IS VERY RIGHT IN HIS THINKING^^^^ SCREENIES PLEASE^^^^
Re: HL2 SDK soon
Posted by Edge Damodred on
Sat Nov 6th 2004 at 3:25am
237 posts
54 snarkmarks
Registered:
Apr 24th 2002
Occupation: student
Location: I don't even know anymore
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.
Re: HL2 SDK soon
Posted by Dr Brasso on
Sat Nov 6th 2004 at 7:00am
1878 posts
198 snarkmarks
Registered:
Aug 30th 2003
Occupation: cad drafter
Location: Omaha,NE
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... :dodgy:
Re: HL2 SDK soon
Posted by Orpheus on
Sat Nov 6th 2004 at 11:36am
Posted
2004-11-06 11:36am
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
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 :biggrin:
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.
Re: HL2 SDK soon
Posted by ReNo on
Sat Nov 6th 2004 at 3:56pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
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.
Re: HL2 SDK soon
Posted by G.Ballblue on
Sat Nov 6th 2004 at 4:13pm
1511 posts
211 snarkmarks
Registered:
May 16th 2004
Occupation: Student
Location: A secret Nuclear Bunker on Mars
I'm reading an article on "Creating Materials". You can bet when HL2 is released, the next thing I'm getting is the SDK :biggrin:
Re: HL2 SDK soon
Posted by Tracer Bullet on
Sat Nov 6th 2004 at 4:30pm
2271 posts
445 snarkmarks
Registered:
May 22nd 2003
Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
Maybe it would help to unpack the GCF file? I dono. I havn't tried it yet.
Re: HL2 SDK soon
Posted by ReNo on
Sat Nov 6th 2004 at 4:49pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
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.
Re: HL2 SDK soon
Posted by Forceflow on
Sat Nov 6th 2004 at 4:56pm
2420 posts
451 snarkmarks
Registered:
Nov 6th 2003
Occupation: Engineering Student (CS)
Location: Belgium
I've just purchased HL2 Silver through steam.
Downloading SDK now ...
Re: HL2 SDK soon
Posted by KungFuSquirrel on
Sat Nov 6th 2004 at 4:58pm
751 posts
393 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Game Design, LightBox Interactive
Location: Austin TX
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.
Re: HL2 SDK soon
Posted by ReNo on
Sat Nov 6th 2004 at 5:08pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
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 :sad:
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.
Re: HL2 SDK soon
Posted by KungFuSquirrel on
Sat Nov 6th 2004 at 5:13pm
751 posts
393 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Game Design, LightBox Interactive
Location: Austin TX
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.
Re: HL2 SDK soon
Posted by Monqui on
Sat Nov 6th 2004 at 5:24pm
Monqui
member
743 posts
94 snarkmarks
Registered:
Sep 20th 2002
Occupation: Poor College Student
Location: Iowa, USA
Two questions, if any of you can help-
How do you make the lightmap view actually work? Everythings just showing up as white/blue cubes. I assume theres some button somewheres to calculate the lightmaps, if this view does what I assume it does. But I'm not really sure.
Also, what's up with the "3D smooth" view? Can't seem to figgure that one out.
Re: HL2 SDK soon
Posted by KungFuSquirrel on
Sat Nov 6th 2004 at 5:29pm
751 posts
393 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Game Design, LightBox Interactive
Location: Austin TX
The lightmap view is simply showing lightmap coverage - the smaller the squares, the more lighting detail in the scene. This is set on a per-face basis in the texture application window. Meaning a ridiculously tedious step for lighting optimization.
3D Smooth highlights the smoothing groups you set on brushes, but I've yet to determine if it actually shows them in their smooth form. All it seems to do is highlight them.
Re: HL2 SDK soon
Posted by ReNo on
Sat Nov 6th 2004 at 5:42pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
Just messed around with displacement surfaces and I'm sad to see you
are correct, its quite horribly done. Will still come in useful, but
not as useful as I had hoped.
The overlay tool is great though - to scale you just scale the box in
the 2D views as you would a brush. You can then use the UV coordinates
in the properties to make the material repeat or only display a portion
or whatever. I don't see anything wrong with how it is managed
personally.
Re: HL2 SDK soon
Posted by KungFuSquirrel on
Sat Nov 6th 2004 at 5:47pm
751 posts
393 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Game Design, LightBox Interactive
Location: Austin TX
Well, glad to see I was wrong on the sizing, but it's still a square. Having to make hacked together series of brushes into a func_illusionary on the 1 unit grid for any sort of more complicated shape is just ridiculous. That practice should have died long ago. Same with this hint brush crap, though hopefully the implementation shown in the cobble map will finally dispel some of the notion that you HAVE to use just one hint face and the rest in skip. But I mean, come on, you've got freakin area portals so why not use them?? They give you far greater vis control than the toss in a brush and cross your fingers practice of hint brushes.
Re: HL2 SDK soon
Posted by ReNo on
Sat Nov 6th 2004 at 5:52pm
ReNo
member
5457 posts
1991 snarkmarks
Registered:
Aug 22nd 2001
Occupation: Level Designer
Location: Scotland
It doesn't have to be square, it can be rectangular or you can move the
vertices to make it any quadrilateral. Not particularly wonderful I
admit, but the point of overlays is to make a masked texture appear on
a surface without the need for more brushes really.
Strange that they have both area portals and hint brushes, I'd have
thought they would have dismissed hint textures now. Perhaps just in to
retain some backwards compatibility with HL1 maps that use them I
guess, makes porting a bit simpler.
Re: HL2 SDK soon
Posted by Orpheus on
Sun Nov 7th 2004 at 1:41am
Orpheus
member
13860 posts
2024 snarkmarks
Registered:
Aug 26th 2001
Occupation: Long Haul Trucking
Location: Long Oklahoma - USA
i have never seen taskbars so full of s**t :eek:
next time you all start crying about no resources, or sluggish machines... shut up :razz:
also, i would like to point out that the HL2 textures, are not quite what we are used to.. the dirt textures for instance, they have plant life already in them... i saw some with waist high grass :smile:
Re: HL2 SDK soon
Posted by Campaignjunkie on
Sun Nov 7th 2004 at 1:48am
1309 posts
329 snarkmarks
Registered:
Feb 12th 2002
Occupation: Student
Location: West Coast, USA
Is it really that resource-intensive? Can weaker low-spec machines even
handle the editor at all (say, GF4 MX), without crashes or massive
slowdown? I'm curious.
... And geeze, KFS, calm down! It's just a map-editor! :smile: