Awesome

On Mon, Jun 9, 2008 at 5:56 PM, Jake Breen <[EMAIL PROTECTED]>
wrote:

> Yeah heres the email from RobinW (Hope he doesn't mind lol)
>
>
> ------------------------------------------------------------------------------------------
>
>
> Hi Jake.
> We'll be releasing all the content we've used in the Meet the X movies
> when we release the tools we use to make them. We'd like to make it
> really easy for machinima folks to make & cut their own versions of the
> Meet the X shorts.
>
> Robin.
>
>
> ------------------------------------------------------------------------------------------
> Cory de La Torre wrote:
> > 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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> >>>
> >> please visit:
> >>
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>>
> >>>
> >> _______________________________________________
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> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >>
> >>
> >
> >
> >
>
>
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>
>


-- 
Gear Dev
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