Hammer Feature Requests

Hammer Feature Requests

Re: Hammer Feature Requests Posted by omegaslayer on Fri Oct 14th 2005 at 7:29pm
omegaslayer
2481 posts
Posted 2005-10-14 7:29pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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.
    </li>
  • Option to show model verticies in the the orthographic views.
    </li>
  • (I realize that this would have to be code wise in the HL engine) But be able to scale modles up.
    </li>
  • CSG merge - a very handy feature in Qradiant that merges two brushes together to form one, very good for management.
    </li>
  • (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)

    </li>
Anyone else have any ideas/comments?

edit: sorry added the link, for some reason it didnt reconize the [url] tags I added onto it.
Posting And You
Re: Hammer Feature Requests Posted by Dark_Kilauea on Fri Oct 14th 2005 at 9:07pm
Dark_Kilauea
629 posts
Posted 2005-10-14 9:07pm
629 posts 123 snarkmarks Registered: Apr 15th 2005 Occupation: Fast Food Location: USA
Taking some things from QuArK...
  • QuArKs arch tool, best arch tool I've ever seen.
  • Catergorized lists, ie menus for al the types of entities, like
    monsters go in a monster submenu, items go in an item submenu, ect.</li>
  • 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/
Re: Hammer Feature Requests Posted by ReNo on Fri Oct 14th 2005 at 9:35pm
ReNo
5457 posts
Posted 2005-10-14 9:35pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Hammer Feature Requests Posted by Windows 98 on Fri Oct 14th 2005 at 9:38pm
Windows 98
757 posts
Posted 2005-10-14 9:38pm
757 posts 86 snarkmarks Registered: Apr 25th 2005 Occupation: Student Location: USA
Doesn't UnrealED have viewable light while mapping?
http://img362.imageshack.us/img362/8521/windows981dk.jpg

Nickelplate is my dad
Re: Hammer Feature Requests Posted by Captain P on Fri Oct 14th 2005 at 9:48pm
Captain P
1370 posts
Posted 2005-10-14 9:48pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
I believe UnrealEd has that, but last time I tried (some years ago :biggrin: ) it was really slow.
Create-ivity - a game development blog
Re: Hammer Feature Requests Posted by Loco on Fri Oct 14th 2005 at 10:09pm
Loco
615 posts
Posted 2005-10-14 10:09pm
Loco
member
615 posts 121 snarkmarks Registered: Aug 29th 2003 Occupation: Student Location: UK
Maybe not quite so outrageous...

http://www.snarkpit.net/forums.php?forum=6&topic=5872&12

:smile:
My site
Re: Hammer Feature Requests Posted by Campaignjunkie on Fri Oct 14th 2005 at 10:25pm
Campaignjunkie
1309 posts
Posted 2005-10-14 10:25pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
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.
Re: Hammer Feature Requests Posted by Madedog on Fri Oct 14th 2005 at 10:31pm
Madedog
487 posts
Posted 2005-10-14 10:31pm
Madedog
member
487 posts 128 snarkmarks Registered: Jan 5th 2005 Occupation: Level Designer Location: Estonia
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. :smile: Open Source is future (Linux) and
everyone who make programs for it, I salute!
HL2 tutorials 'n' stuff: http://madedog.pri.ee
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