<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 >>> >>> >>> >>> _______________________________________________ >>> 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 >> >> >> _______________________________________________ >> 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