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?
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > _______________________________________________
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> archives,
> > > > please visit:
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> > > >
> > > >
> > > >
> > > >
> > > >
> > > >
> > > _______________________________________________
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> > > please visit:
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> > >
> > >
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> > please visit:
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> >
> >
> >
> >
> >
> >
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