The video Editor, err hmm I forgot the name of it now. On Mon, Jun 9, 2008 at 5:49 PM, Jake Breen <[EMAIL PROTECTED]> wrote:
> Awesome, any chance on IFM? RobinW said (In an email a while back) you > guys would be releasing everything they used to make the Meet the Team > trailers for TF2.. > > Mike Durand wrote: > > Hi All- > > > > > > > > Included in the updates of TF2, Portal, and HL2:Ep2 are the binaries for > > the particle editor, the commentary editor, and the materials editor. > > I'm still working on an SDK update that includes a convenient way to > > launch the tools as well as some example particles and commentary files, > > but in the interim you can run any of the three games with '-tools' in > > the launch options and access the new tools. > > > > > > > > More documentation is on the way, but here is some general information > > to help get you started checking out the tools: > > > > > > > > 1. These three tools run in the same process as the engine and you > > can switch between the tools. > > > > 2. The F10 button changes context between playing the game in the > > 'Engine Viewport' window and editing content via the current tool. > > > > 3. In the lower left corner is an input field that allows the user > > to dispatch console commands to the game while working with the tools. > > > > 4. Particle systems are defined in .pcf files that are located in > > the 'particles' subdirectory beneath the game directory. You should > > extract some of the TF2, Portal, or Ep2 particle files from the game > > caches if you would like to see some examples. The SDK update will > > include example particles. > > > > 5. Commentary node information is stored in text files in the > > games' 'maps' subdirectory and the established naming convention is > > <map_name>_commentary.txt. Again, you can extract these files from our > > shipping games to check out the editor ahead of the SDK update and > > example nodes. > > > > 6. The material editor is a GUI front-end and preview tool that > > provides a more convenient way of tweaking materials settings. You can > > extract VMT files from our shipping games or those from your own mods to > > check it out. > > > > > > > > I'm sure that there will be lots of questions and I'll do my best to > > answer them quickly. I'm looking update the SDK either tomorrow or > > Wednesday which will give you guys some more examples as well as make > > launching the engine tools more consistent with our other tools. > > > > > > > > -Best, > > > > Mike > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Gear Dev _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders