Don't give him any ideas!

//  Adam

Jake Breen wrote:
> Ah, lovely mike. Hope you don't find any bugs that will format your 
> computer or anything. Because that would (Obviously) suck.
> 
> 
> 
> Mike Durand wrote:
>> Doing some final testing now. 
>>
>> Just a heads-up: you will need to opt in to the SDK beta via the Steam
>> UI.
>>
>> -Mike
>>
>> -----Original Message-----
>> From: [EMAIL PROTECTED]
>> [mailto:[EMAIL PROTECTED] On Behalf Of Jake Breen
>> Sent: Wednesday, June 11, 2008 3:48 PM
>> To: Discussion of Half-Life Programming
>> Subject: Re: [hlcoders] New Content Authoring Tools In Tonight's Update
>>
>> Sooooooo...Mike, any news on when the update will hit? :o
>>
>> Chris Janes wrote:
>>   
>>> Quick question about the material editor - is there a way of changing
>>>     
>> the
>>   
>>> preview model? A sphere isn't much use in a lot of cases! I may have
>>>     
>> missed
>>   
>>> it, I only gave it a quick look but nothing jumped out at me as doing
>>>     
>> the
>>   
>>> job.
>>>
>>>   
>>>     
>>>> -----Original Message-----
>>>> From: [EMAIL PROTECTED] [mailto:hlcoders-
>>>> [EMAIL PROTECTED] On Behalf Of Mike Durand
>>>> Sent: 10 June 2008 01:38
>>>> To: Discussion of Half-Life Programming
>>>> Subject: [hlcoders] New Content Authoring Tools In Tonight's Update
>>>>
>>>> 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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>>   
> 
> 
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