New Beta Version Of Teh Hammer
Comprox
*chortle*Canada Join Date: 2002-01-23 Member: 7Members, Super Administrators, Forum Admins, NS1 Playtester, NS2 Developer, Constellation, NS2 Playtester, Reinforced - Shadow, WC 2013 - Silver, Subnautica Developer, Subnautica Playtester, Pistachionauts
Take a read here guys, seems Valve is actually doing something <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
<a href='http://collective.valve-erc.com/index.php?doc=1050662008-07225900' target='_blank'>http://collective.valve-erc.com/index.php?...662008-07225900</a>
<a href='http://collective.valve-erc.com/index.php?doc=1050662008-07225900' target='_blank'>http://collective.valve-erc.com/index.php?...662008-07225900</a>
Comments
Yes, they do have better things to be working on. <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
Some programmers here that would like to implement a model display in QuArk? <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
I agree with KFS, the only reason hammer has been edited is because a topic was started on the DoD forums which said Valve wanted the mods help to make hammer better. IMO the texture selecter looks better now that it is bigger and more clearer, the model renderer is good - as long as you do not use D3D, the model viewer should be able to open up in a different display window IMHO aswell as in-camera to make it easier for selecting models and putting them into a map.
They are really impressive and give a glimpse of how the size relations will be in-game! So -> There already is a new FGD!
<b>FGD Modification</b>
<i>Making Models Appear</i>
To make a model appear in the 3D view, three things must be done. First, the "Game Directory" (and/or "Mod Directory") property in Tools / Options / Game Configurations must be set. Second, the models must be unpacked into the proper folder. Third, the entity definition in the FGD must include the studio() helper. This is done one of two ways.
case 1:
@PointClass studio() = entity_name
[
model(studio) : "Model"
]
In this case, the entity initially appears as the flatshaded box we've come to know and love, until a model is specified for its "model" property, at which time the model is then displayed in the 3D view.
case 2:
@PointClass studio("models/some_model.mdl") = entity_name []
In this case, the model is explicitly defined in the entity properties, and will always appear as this model in Hammer's 3D view.
Note that in either case, the model must be present in the specified folder or it will simply appear as the flatshaded box.
<i>Setting Model Animation Sequences</i>
To enable the ability to set the animation sequence of a model in the 3D view, a "sequence" property must be added to an entity. The value of "sequence" is an integer corresponding to the animation in the model. For example, the monster_hgrunt_dead entity in the FGD has the following property added to it:
sequence(Choices) : "Animation Sequence (editor)" : 44 =
[
44 : "deadstomach"
45 : "deadside"
46 : "deadsitting"
]
This could just have easily been setup as an integer, as the Choices variable type just lets you give a list of integers with descriptive names to choose from.
Note that the animation sequence setting only affects the display of the model in the editor, not in the game. This is mainly useful for differentiating between things like monster_scientist, monster_sitting_scientist, and monster_scientist_dead, which would otherwise all show the same model, plus it will greatly aid in the placement of scripted sequences.
1.1 will have most of these things already, so we won't have to "update" the fgd manually
Edit (5/5/03): Fixed the bug which made the map give a svc_bad error when placing a new func_resource on the map
Direct links:
<a href='http://www.gamemarshal.com/games/Half-Life%202/screenshots/Halflife05.jpg' target='_blank'>image 1</a>
<a href='http://www.gamemarshal.com/games/Half-Life%202/screenshots/Halflife04.jpg' target='_blank'>image 2</a>
<a href='http://www.gamemarshal.com/games/Half-Life%202/screenshots/Halflife03.jpg' target='_blank'>image 3</a> ("orange mode") (fixed URL)
Things to note:
1. Use of hint brushes
2. Looks like certain entity radiuses will be displayed
3. In-source model viewing (well duh)
4. Much deeper entity control
5. Look top right - you get to make your own animations - brush sequences perhaps?
6. Same old left-hand menu bar. [edit - is that a bevel i see?]
7. Top menu bar gets a few more options.
8. Completely new way of dealing with textures. Textures, from what I've read, will not only be linked to sounds and light, but also "breakablility" and other real-world geometry functions.
9. Entity names visible in 2D views.