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
> >
> >
> >
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> >
> >
> >
>
>
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