New Beta Version Of Teh Hammer

ComproxComprox *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>

Comments

  • SupernornSupernorn Best. Picture. Ever. Made. Ever. Join Date: 2002-11-07 Member: 7608Members, Constellation
    apart from HL2 you mean <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    It's the Day of Defeat guys who really spearheaded this - the other Valve folks wouldn't even touch it.

    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-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    With this new model display I can no longer say QuArK is much better <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.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-->
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    Apparently Valve have lined up 3 games to release this year. Day of Defeat. Half-Life 2 and Team Fortress 2. My bets is only one will get released. Thats Day Of Defeat. This new version of hammer will also help when CS:CZ comes out (Hopefully in the summer) Atm the Pitch does not work. And for some FGD's which include weather like the HL one they have made many typo's.
    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.
  • exoityexoity Join Date: 2003-03-17 Member: 14620Members, NS1 Playtester, Constellation
    I swear matt boone is stalking me on the internet ...
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    I hope someone is working on an updated version of the NS fgd to include the new VHE 3.5 features <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • NerdIIINerdIII Join Date: 2003-04-05 Member: 15230Members
    Havent you seen the cool new pics with these NS models in Hammer???
    They are really impressive and give a glimpse of how the size relations will be in-game! So -> There already is a new FGD!
  • RevenantRevenant Join Date: 2003-01-13 Member: 12249Members
    CrAcKbRoCk you have to edit your current fgd - which brings me to the question is there a 1.1 fgd yet? But here is how to edit it mate.

    <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.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    edited May 2003
    I made that modifications to the NS FGD, and made a topic about it, but since this one is webbed, it might be useful for you.

    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
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    As I've said a few times already, I'm working on what should be a definitive 1.1 fgd. I've been set back a bit by a HD crash, but it should be off to Flay very soon. Gotta get everything re-installed first, though... :-\
  • Exploding-ManExploding-Man Join Date: 2002-12-26 Member: 11565Members
    I hate to be the mapping-illiterate n00b, but does this mean you can make models in hammer now?
  • CronosCronos Join Date: 2002-10-18 Member: 1542Members
    Insofar as I know, no, you can only view how they will appear in game which saves having to compile an entire map to view one single entity <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • wrongwaygobackwrongwaygoback Join Date: 2003-03-02 Member: 14237Members
    edited May 2003
    <a href='http://www.gamemarshal.com/gamecenter/preview.php?&id=39' target='_blank'>This article</a> has pictures of the new "source" engine which will replace hammer.

    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.
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