Valve contacted me yesterday to tell me they have successfully implemented a 
new feature.

http://tinyurl.com/4f6mt

I hope to see more of these innovations in the future.

--------------------------------------------------
From: "Andrew Ritchie" <gotta...@gmail.com>
Sent: Saturday, July 25, 2009 10:21 AM
To: "Discussion of Half-Life Programming" <hlcoders@list.valvesoftware.com>
Subject: Re: [hlcoders] whats happening with this engine

> Surely this topic could be split into several different points. Personally 
> I
> see 4 different ones here.
>
> 1) Engine features
> 2) Tools Capabilities
> 3) Tools Availability
> 4) Tools Presentation
>
> The first is ignorable, Valve is clearly only going to add new features or
> change things, like BSP and displacement maps, when they think it's
> important.  It's their engine and it needs to do what their games need
> doing.  If you choose to use Source then you have to accept you are 
> modding
> their engine.  Sure TF, CS, DoD etc.. all were mods that made Valve a lot 
> of
> money and brought huge success but they were also developed around the
> constraints of the engine rather than the engine being built FOR these 
> mods
> to be made.  If a technical limitation is big enough to warrent an engine
> change then do so rather than hanging about wanting Valve to add the
> feature, as big as the previous mentioned mods are you'd need to really
> prove you're up to their popularity before Valve would make a drastic 
> change
> for you.  So either accept the engine's features before you get underway 
> or
> be prepared to encounter the fact you can't do certain things without a 
> lot
> of work, if not at all.
>
> The Tools Capabilities I think is what Jed was really getting at, I don't
> mean like adding features to hammer and stuff but specifically allowing 
> the
> chance for modders to by pass say model exporting to smd and just use a
> common format.  The tool would need to have the importer and converter
> written but I personally think that approaching Valve with a specific and
> industry accepted intermediate format might be a good cause. Especially if
> it makes life easier for getting the raw assets into a format that the 
> tool
> can then use.
>
> With the availability of tools, I mean those asking that they be open
> source.  Specifically referring to a comment about hammer, look at
> Worldcraft and BSP ( Yahn's editor iirc ) they were originally personal
> projects.  So you could take a leaf and have a bash at your own editor and
> open source it, you never know might turn out to be a better designed 
> tool.
> However just having the source code to hammer, I doubt would be of any
> benefit, you'd have dozens of versions of the tool floating around and do
> you really think you could add something useful to it?  It may have bugs 
> but
> if you advocate open source then why not take the initiative and lead by
> example?
>
> The last one, has been brought up in regards to wrapping a tool with a UI 
> or
> removing the need for QC files.  With this I think the issue is balancing
> the technical knowledge and the capabilities of a tool.  However I feel it
> again falls back to a situation where Valve are happy to use it the way it
> is, they understand it and can get any of their tools to do what they 
> need.
> It's the new, non technical, or perhaps slightly lazy people who would 
> need
> that more complex aspects automated for them.  I'd refer this back to
> Hammer, the early days of mapping could often mean rooting around in a hex
> or text editor and as things progressed and art started needing the
> technical requirements to be simplified you found map editors hiding away
> the old formats.  Worldcraft and Hammer essentially sit between the user 
> and
> the BSP, VIS, RAD etc.. compilers.  The format they accept might be, at 
> this
> stage, more heavily tied into hammer but it's still a front end for those.
> Again perhaps Worldcraft was a special case with Valve gobbling it up, 
> HLMV
> too, but I think if the community is adamant enough about simplifying and
> unifying the tool chain then perhaps a bit of proactive development could
> lead the way or at least prove to Valve that everyone is serious about
> rethinking the way we interact with the SDK.
>
> Ok, sorry bit of a ramble but mainly what I wanted to share was that
> specific things like adding FBX to the formats studiomdl can accept would 
> be
> good ventures as they are specific and have an immediately obvious reason.
> The other stuff like creating a unified system might be something that is
> best approached with good old community spirit.  If you're serious enough
> about wanting to use the engine but can genuinely improve the way users
> develop for it then get organized and see if it's a viable thing to 
> tackle.
> Even if it's just to prove you were right.  I know the later is a bit of a
> cop out but Jed, Nem and NS2 (prior to dropping Source ) are examples of
> those who have gone out of their way to do so with tools and Garrys mod is 
> a
> prime example of taking what is available game code wise and adding the
> extensions (Specifically scriptint) you want. Plus it beats just falling
> back to the "Valve Needs to Support Mods" and "Valve do whats best for 
> Valve
> games and mods need to deal with it" arguments that go no where.
>
> On Fri, Jul 24, 2009 at 11:17 PM, Ben Mears <benmea...@gmail.com> wrote:
>
>> As a 3D modeller, animator, and mapper, (and not a coder) I agree with 
>> what
>> Jed said 100%.
>>
>> Jed, can you please just go work for Valve?
>>
>> great, thanks!
>>
>> On Fri, Jul 24, 2009 at 12:23 PM, Jed <j...@wunderboy.org> wrote:
>>
>> > No I wasn't advocating an 3D app -> MDL path. Simply adding support
>> > for a more common/cross platform 3D format to those that StudioMDL
>> > supports.
>> >
>> > The problem with the SMD format is that it's an old format from and
>> > old engine and requires plug-ins to be written for 3D apps to support
>> > it. This leaves it down to Valve to write them.
>> >
>> > Take Max for example - a plug-in for one version does not
>> > automatically work with another, it needs to be recompiled against the
>> > new versions SDK. A shop like Valve is probably only going to have one
>> > version and not upgrade every time a new one comes along. Therefore
>> > SMD plug-ins for other versions are going to have to be made by the 3D
>> > app users themselves.
>> >
>> > Now there are plenty of suitable cross-app 3D formats such as DAE,
>> > FBX, etc. that Valve could add support for to the StudioMDL compiler
>> > (and I've vocally expressed this to Valve many times) in *addition* to
>> > the SMD, OBJ and MRM formats it already supports.
>> >
>> > So why should they do it?
>> >
>> > - Common file format means more 3D apps that can produce content
>> > out-of-the-box or via publisher made plug-ins. For example DAE/FBX is
>> > supported by XSI, Maya, Max, Blender, Milkshape3D, etc, etc.
>> > - Gives modders/studios/licensees choice to use the 3D app of their
>> > choice to create content.
>> > - Valve doesn't need to produce plug-ins for apps, just support the
>> > format in the compiler.
>> >
>> > Simply put SMD format is binding end users to the few apps that write
>> > it and the generosity of community users such as myself, Prall, et al.
>> > to write these plug-ins for the 3D apps we want to use.
>> >
>> > Interesting case in point - a Canadian studio approached me once
>> > asking me when my plug-ins would be available for 3DS Max 2009 because
>> > that was their in-shop 3D content creation tool and they had invested
>> > a lot of money in software and training and didn't want to have to
>> > move to something else. Their apparent decision to purchase a Source
>> > license for their title was hanging on the availability of plug-ins
>> > for Max.
>> >
>> > My main issue with some of the SDK tool is that that it feels like
>> > Valve aren't being smart about it. Good tools means wider adoption
>> > which might result in more licensees and from a modders perspective,
>> > more people getting into it and maybe making the next CSS/TF2/Portal
>> > that Valve can snap up as their IP. I think Valve should have a
>> > dedicated tool guy (not me) turning out polished useful tools - not
>> > this rehashed crap that's hung over from Half-Life 1.
>> >
>> > - Start over with StudioMDL - make it a GUI app from the start (and
>> > adding batch/scripting to it wouldn't be hard)
>> > - Make HLMV a proper MFC of WPF app and get rid of the old buggy mxtk
>> > GUI from Mete's HLMV.
>> > - Add support form more 3D modern file formats and eventually phase
>> > out SMD, etc.
>> > - If for license/NDA reasons you can't release all the source code for
>> > apps, at least release parts of it. A lot can be learned from even
>> > partial code that could help us as modders make our own apps.
>> > - Add some SDK tool API stuff - for example code to render a 3D window
>> > like in HLMV. It can still require steam but make it accessible so
>> > that developers can add support for model rendering in other apps.
>> > - Polished tools will make the SDK/Engine more attractive to end
>> > users. Modding shouldn't be a right of passage but a warm welcoming
>> > experience to inspire the next great ideas.
>> >
>> > I could go on but you get the general idea...
>> >
>> > - Jed
>> >
>> >
>> > 2009/7/24 Jorge Rodriguez <bs.v...@gmail.com>:
>> > > On Fri, Jul 24, 2009 at 2:41 AM, Minh <minh...@telus.net> wrote:
>> > >
>> > >> The .smd format is extremely robust the way  accomodates reference
>> > meshes,
>> > >> AND skeletal animation. So you want a method to go straight from 3d
>> > model /
>> > >> animation -> .mdl ?
>> > >> How is that going to work with parametric animation? where you can
>> > combine
>> > >> multiple .smds to make an animation?
>> > >
>> > >
>> > > Minh, while the capabilities of the studio compiler are formidable, 
>> > > it
>> > still
>> > > leaves much to be desired in terms of file format and syntax. Don't
>> tell
>> > me
>> > > you've never struggled with the qc format. I am constantly having
>> > problems
>> > > with its limitations. It's a rather robust system that allows for
>> > combining
>> > > animations in many interesting ways, but the syntax still pisses me 
>> > > off
>> > > quite a bit, and the technicality of it leaves it out of reach of 
>> > > most
>> > > artists. I hear Valve wrote some simple tools around it, but I'm
>> > surprised
>> > > they haven't replaced it entirely.
>> > >
>> > > The SMD format is perhaps a bit clunky, but I don't have too many
>> > problems
>> > > with it, because it does exactly what is needed, even if it does it 
>> > > in
>> a
>> > bit
>> > > of a backwards way.
>> >
>> > _______________________________________________
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>> >
>> >
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