Is there any chance I could see this editor you're working on? I remember there was an entry on the VDC ages ago about another editor. I think it was called HLEditor or something like that. The GUI pretty much just looked like XSI with some green colors upon it. The maximum sizes for a map in Hammer (and in Source?) is -16384, 16384 (found in base.fgd)
/ScarT 2009/6/6 Alex Guichet <[email protected]> > O_O > > No. Not dumbed down at all. You took it completely wrong. I want to make a > new set of more powerful tools to make it easier for designers to have a > higher amount (and consequently easier) of control of their map design. I > plan to have the ability to do everything you can currently do in hammer in > my editor. But I mean, have you seen the CryEngine sandbox editor or even > UnrealEd? There is a learning curve for all of them, but each of them have > their own tools that make those editors so great. CryEngine is amazing with > displacements. UnrealEd is nearly perfect (acoording to some). I find that > hammer, while indeed powerful, does pale in comparison for designers to > those editors. I (and other designers) have found that it is much easier to > make better things in those editors much easier. > > I am in NO WAY going to dumb down this editor whatsoever. If you actually > read my last message, I didn't mention a single thing about dumbing down > the > editor... I only mentioned "much more powerful editor with easier to use > tools". All of my tools will still have extremely high levels of > configurability, and you can still do everything the old way. I'm not > cutting out any features at all. > > By the way, I'm working on this editor with several other WELL ESTABLISHED > map makers of the HL community (one who does have a published community > map), and they're passing their thoughts off to me that they think would > make an editor better. Everyone has their own complaints for hammer, and > I'm > trying to fix it. I'm NOT trying to make a "beginner's" map editor by any > means. > > Alex Guichet > > On Sat, Jun 6, 2009 at 1:41 PM, Mike Zimmermann <[email protected]> wrote: > > > (Redirected by <[email protected]>) > > > > > > > > So you really just want a dumbed down version of Hammer with drag and > drop, > > easy peezy look like shitty? The high level of control of Hammer is what > > makes it so appealing and easy to use. Sure it has a huge learning curve > > but > > if someone *really* wants to make a map for a HL game, they will learn > it. > > I > > consider it to be weeding out the weak. > > > > -Mike > > > > > > On Sat, Jun 6, 2009 at 3:03 PM, Alex Guichet <[email protected]> wrote: > > > > > Well basically I feel that hammer is not a good map editor for > > designers... > > > Hammer, in my opinion, is more suited for programmers. So we're working > > > with > > > tools designed for "programmer art". I think that if there is a much > more > > > powerful editor with easier to use tools (don't say it's not possible) > > than > > > I have a feeling that the quality of maps will skyrocket. And maps are > > > pretty good now. I have a lot of map maker friends (one who has a > > published > > > community map on TF2) that say Hammer doesn't get the job done in terms > > of > > > design. > > > I'm not really talking about major major changes yet, but some basic > > > additions are: > > > 1) Multi user map design. (More than one editor working on a map at the > > > same > > > time, be able to watch changes in (close to) real time > > > 2) Preprogrammed (and editable) entity tools for maps... stuff like > drag > > > and > > > drop train tracks... click to place CP's... etc. Really just to make it > > > easier for designer. > > > 3) Drag and Drop everything. Drag and drop a model on to the ground, > drag > > a > > > texture onto a wall, etc. > > > 4) Better Model and Texture browsers. Tagging. Tag all of the skyboxes, > > > custom textures, walls, tf textures, anything you want. Works for both > > > models and textures (at the moment). > > > > > > Anything else I should add? I'm only working on community feedback for > > what > > > should go into this editor. I consider everything. > > > > > > Alex Guichet > > > > > > > > > > > > On Tue, Jun 2, 2009 at 1:59 PM, Brandished <[email protected]> > > wrote: > > > > > > > (Redirected by <[email protected]>) > > > > > > > > > > > > > > > > > > > > Wait, what do you mean by "make a DESIGNER"? > > > > > > > > Yes, late reply, I know. > > > > > > > > > > > > ----- Original Message ---- > > > > From: Alex Guichet <[email protected]> > > > > To: Discussion of Half-Life Mapping < > [email protected]> > > > > Sent: Thursday, May 28, 2009 5:00:37 PM > > > > Subject: Re: [hlmappers] Source Engine/Hammer Size maximum size > > > > > > > > Thanks. This is really helping. > > > > I'm trying to oriented source engine mapping solution by > > > > reverse engineering the VMF file (of sorts)... so far I've got some > > > simple > > > > brushwork going... I just want to have warnings that will let a > > designer > > > > know when they're hitting a limit (if it's even necessary). > > > > > > > > So far this is great help. Anything you map makers want that you > think > > is > > > > crap or needs to be changed in hammer? > > > > > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the list > archives, > > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > > > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > > > > > > > > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
