Its a good job you used tinyurl, otherwise it wouldn't have fit on my
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2009/7/25 Harry Pidcock <haz...@tpg.com.au>

> Valve contacted me yesterday to tell me they have successfully implemented
> a
> new feature.
>
> http://tinyurl.com/4f6mt
>
> I hope to see more of these innovations in the future.
>
> --------------------------------------------------
> From: "Andrew Ritchie" <gotta...@gmail.com>
> Sent: Saturday, July 25, 2009 10:21 AM
> To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com
> >
> Subject: Re: [hlcoders] whats happening with this engine
>
> > Surely this topic could be split into several different points.
> Personally
> > I
> > see 4 different ones here.
> >
> > 1) Engine features
> > 2) Tools Capabilities
> > 3) Tools Availability
> > 4) Tools Presentation
> >
> > The first is ignorable, Valve is clearly only going to add new features
> or
> > change things, like BSP and displacement maps, when they think it's
> > important.  It's their engine and it needs to do what their games need
> > doing.  If you choose to use Source then you have to accept you are
> > modding
> > their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve a lot
> > of
> > money and brought huge success but they were also developed around the
> > constraints of the engine rather than the engine being built FOR these
> > mods
> > to be made.  If a technical limitation is big enough to warrent an engine
> > change then do so rather than hanging about wanting Valve to add the
> > feature, as big as the previous mentioned mods are you'd need to really
> > prove you're up to their popularity before Valve would make a drastic
> > change
> > for you.  So either accept the engine's features before you get underway
> > or
> > be prepared to encounter the fact you can't do certain things without a
> > lot
> > of work, if not at all.
> >
> > The Tools Capabilities I think is what Jed was really getting at, I don't
> > mean like adding features to hammer and stuff but specifically allowing
> > the
> > chance for modders to by pass say model exporting to smd and just use a
> > common format.  The tool would need to have the importer and converter
> > written but I personally think that approaching Valve with a specific and
> > industry accepted intermediate format might be a good cause. Especially
> if
> > it makes life easier for getting the raw assets into a format that the
> > tool
> > can then use.
> >
> > With the availability of tools, I mean those asking that they be open
> > source.  Specifically referring to a comment about hammer, look at
> > Worldcraft and BSP ( Yahn's editor iirc ) they were originally personal
> > projects.  So you could take a leaf and have a bash at your own editor
> and
> > open source it, you never know might turn out to be a better designed
> > tool.
> > However just having the source code to hammer, I doubt would be of any
> > benefit, you'd have dozens of versions of the tool floating around and do
> > you really think you could add something useful to it?  It may have bugs
> > but
> > if you advocate open source then why not take the initiative and lead by
> > example?
> >
> > The last one, has been brought up in regards to wrapping a tool with a UI
> > or
> > removing the need for QC files.  With this I think the issue is balancing
> > the technical knowledge and the capabilities of a tool.  However I feel
> it
> > again falls back to a situation where Valve are happy to use it the way
> it
> > is, they understand it and can get any of their tools to do what they
> > need.
> > It's the new, non technical, or perhaps slightly lazy people who would
> > need
> > that more complex aspects automated for them.  I'd refer this back to
> > Hammer, the early days of mapping could often mean rooting around in a
> hex
> > or text editor and as things progressed and art started needing the
> > technical requirements to be simplified you found map editors hiding away
> > the old formats.  Worldcraft and Hammer essentially sit between the user
> > and
> > the BSP, VIS, RAD etc.. compilers.  The format they accept might be, at
> > this
> > stage, more heavily tied into hammer but it's still a front end for
> those.
> > Again perhaps Worldcraft was a special case with Valve gobbling it up,
> > HLMV
> > too, but I think if the community is adamant enough about simplifying and
> > unifying the tool chain then perhaps a bit of proactive development could
> > lead the way or at least prove to Valve that everyone is serious about
> > rethinking the way we interact with the SDK.
> >
> > Ok, sorry bit of a ramble but mainly what I wanted to share was that
> > specific things like adding FBX to the formats studiomdl can accept would
> > be
> > good ventures as they are specific and have an immediately obvious
> reason.
> > The other stuff like creating a unified system might be something that is
> > best approached with good old community spirit.  If you're serious enough
> > about wanting to use the engine but can genuinely improve the way users
> > develop for it then get organized and see if it's a viable thing to
> > tackle.
> > Even if it's just to prove you were right.  I know the later is a bit of
> a
> > cop out but Jed, Nem and NS2 (prior to dropping Source ) are examples of
> > those who have gone out of their way to do so with tools and Garrys mod
> is
> > a
> > prime example of taking what is available game code wise and adding the
> > extensions (Specifically scriptint) you want. Plus it beats just falling
> > back to the "Valve Needs to Support Mods" and "Valve do whats best for
> > Valve
> > games and mods need to deal with it" arguments that go no where.
> >
> > On Fri, Jul 24, 2009 at 11:17 PM, Ben Mears <benmea...@gmail.com> wrote:
> >
> >> As a 3D modeller, animator, and mapper, (and not a coder) I agree with
> >> what
> >> Jed said 100%.
> >>
> >> Jed, can you please just go work for Valve?
> >>
> >> great, thanks!
> >>
> >> On Fri, Jul 24, 2009 at 12:23 PM, Jed <j...@wunderboy.org> wrote:
> >>
> >> > No I wasn't advocating an 3D app -> MDL path. Simply adding support
> >> > for a more common/cross platform 3D format to those that StudioMDL
> >> > supports.
> >> >
> >> > The problem with the SMD format is that it's an old format from and
> >> > old engine and requires plug-ins to be written for 3D apps to support
> >> > it. This leaves it down to Valve to write them.
> >> >
> >> > Take Max for example - a plug-in for one version does not
> >> > automatically work with another, it needs to be recompiled against the
> >> > new versions SDK. A shop like Valve is probably only going to have one
> >> > version and not upgrade every time a new one comes along. Therefore
> >> > SMD plug-ins for other versions are going to have to be made by the 3D
> >> > app users themselves.
> >> >
> >> > Now there are plenty of suitable cross-app 3D formats such as DAE,
> >> > FBX, etc. that Valve could add support for to the StudioMDL compiler
> >> > (and I've vocally expressed this to Valve many times) in *addition* to
> >> > the SMD, OBJ and MRM formats it already supports.
> >> >
> >> > So why should they do it?
> >> >
> >> > - Common file format means more 3D apps that can produce content
> >> > out-of-the-box or via publisher made plug-ins. For example DAE/FBX is
> >> > supported by XSI, Maya, Max, Blender, Milkshape3D, etc, etc.
> >> > - Gives modders/studios/licensees choice to use the 3D app of their
> >> > choice to create content.
> >> > - Valve doesn't need to produce plug-ins for apps, just support the
> >> > format in the compiler.
> >> >
> >> > Simply put SMD format is binding end users to the few apps that write
> >> > it and the generosity of community users such as myself, Prall, et al.
> >> > to write these plug-ins for the 3D apps we want to use.
> >> >
> >> > Interesting case in point - a Canadian studio approached me once
> >> > asking me when my plug-ins would be available for 3DS Max 2009 because
> >> > that was their in-shop 3D content creation tool and they had invested
> >> > a lot of money in software and training and didn't want to have to
> >> > move to something else. Their apparent decision to purchase a Source
> >> > license for their title was hanging on the availability of plug-ins
> >> > for Max.
> >> >
> >> > My main issue with some of the SDK tool is that that it feels like
> >> > Valve aren't being smart about it. Good tools means wider adoption
> >> > which might result in more licensees and from a modders perspective,
> >> > more people getting into it and maybe making the next CSS/TF2/Portal
> >> > that Valve can snap up as their IP. I think Valve should have a
> >> > dedicated tool guy (not me) turning out polished useful tools - not
> >> > this rehashed crap that's hung over from Half-Life 1.
> >> >
> >> > - Start over with StudioMDL - make it a GUI app from the start (and
> >> > adding batch/scripting to it wouldn't be hard)
> >> > - Make HLMV a proper MFC of WPF app and get rid of the old buggy mxtk
> >> > GUI from Mete's HLMV.
> >> > - Add support form more 3D modern file formats and eventually phase
> >> > out SMD, etc.
> >> > - If for license/NDA reasons you can't release all the source code for
> >> > apps, at least release parts of it. A lot can be learned from even
> >> > partial code that could help us as modders make our own apps.
> >> > - Add some SDK tool API stuff - for example code to render a 3D window
> >> > like in HLMV. It can still require steam but make it accessible so
> >> > that developers can add support for model rendering in other apps.
> >> > - Polished tools will make the SDK/Engine more attractive to end
> >> > users. Modding shouldn't be a right of passage but a warm welcoming
> >> > experience to inspire the next great ideas.
> >> >
> >> > I could go on but you get the general idea...
> >> >
> >> > - Jed
> >> >
> >> >
> >> > 2009/7/24 Jorge Rodriguez <bs.v...@gmail.com>:
> >> > > On Fri, Jul 24, 2009 at 2:41 AM, Minh <minh...@telus.net> wrote:
> >> > >
> >> > >> The .smd format is extremely robust the way  accomodates reference
> >> > meshes,
> >> > >> AND skeletal animation. So you want a method to go straight from 3d
> >> > model /
> >> > >> animation -> .mdl ?
> >> > >> How is that going to work with parametric animation? where you can
> >> > combine
> >> > >> multiple .smds to make an animation?
> >> > >
> >> > >
> >> > > Minh, while the capabilities of the studio compiler are formidable,
> >> > > it
> >> > still
> >> > > leaves much to be desired in terms of file format and syntax. Don't
> >> tell
> >> > me
> >> > > you've never struggled with the qc format. I am constantly having
> >> > problems
> >> > > with its limitations. It's a rather robust system that allows for
> >> > combining
> >> > > animations in many interesting ways, but the syntax still pisses me
> >> > > off
> >> > > quite a bit, and the technicality of it leaves it out of reach of
> >> > > most
> >> > > artists. I hear Valve wrote some simple tools around it, but I'm
> >> > surprised
> >> > > they haven't replaced it entirely.
> >> > >
> >> > > The SMD format is perhaps a bit clunky, but I don't have too many
> >> > problems
> >> > > with it, because it does exactly what is needed, even if it does it
> >> > > in
> >> a
> >> > bit
> >> > > of a backwards way.
> >> >
> >> > _______________________________________________
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> >> >
> >> >
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> >>
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-- 
Sent from Olly's SEGA Game Gear
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