<shameless plug>

Also, don't forget that #hlcoders on irc.gamesurge.net is *the place* 
for real-time SDK discussion!

</shameless plug>

//  Adam

Cory de La Torre wrote:
> Hey if you guys have any issues, and to make it easier on Mike too, please
> list them here http://developer.valvesoftware.com/wiki/OB_Editor_Know_Issues
> 
> On Mon, Jun 9, 2008 at 6:04 PM, Mike Durand <[EMAIL PROTECTED]>
> wrote:
> 
>> The three new tools that I named are the only ones available right now.
>> Sorry.
>>
>> -Mike
>>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
>> Sent: Monday, June 09, 2008 5:49 PM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] New Content Authoring Tools In Tonight's Update
>>
>> 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:
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>>>
>>>
>>>
>>
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>>
>>
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>>
>>
> 
> 

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