My personal thoughts: 1. SVN 2. You can basically already do that. The issue you run into is that there's a lot of potential variability, even for something as simple as, for example, a spawn zone. The system that valve provides is the best mix of simplicity and adaptability you're likely to see. 3. You can do this with decals, although I don't know why you'd ever want to. Just like with what I said before, this system provides the greatest mix of ease of use and flexibility. 4. This one I do agree with, although since their editor is all VGUI, you could probly just as easily make your own browser than make a whole new editor.
I understand what you're saying and where your ideas come from; I think it just comes back to the eternal balance between ease of use and extent of use; that is, how easy it is to make something simple vs. How easy to make something complex. On Sunday, June 7, 2009, Bluestrike <[email protected]> wrote: > Just my toughts: > > 1) multi user: > I would not have a use for it myself ;-) > > 2) preprogrammed entity's: > Already exists in some way , there are entity prefabs with scanner on a path > and stuff, even can create your own. > I'm not into tf2 editing so I don;t know how the cp's are setup and if they > included prefabs for it. > > 3-4) Don't see how drag and drop would make the work faster/easyer then just > a click to apply a texture. > I think it would be nice to have the model browser and texture browser open > at all times on my 2nd monitor tough > aspecially for models, now you have to browse trough all the files eatch > time. > (if the model is already placed in the map its faster to copy paste it in > the 3d view then browsing for it) > > Yeah sandbox has a better terrain system if youre talking about multiple > textures layered on top of eatchother. > (I only worked with sandbox 1 so far) > I would have find it better if eatch map used their own blend texture that > contained 6 textures or more instead of just 2 > but that is a engine thing and doubt it can be changed trough the mapeditor. > > Finally I think hammer is a pretty easy program already and if someone can't > learn how it works, they won't be able to learn the > engine technology behind it to create a good map either. > > > > ----- Original Message ----- > From: "Alex Guichet" <[email protected]> > To: "Discussion of Half-Life Mapping" <[email protected]> > Sent: Saturday, June 06, 2009 10:03 PM > Subject: Re: [hlmappers] Source Engine/Hammer Size maximum size > > >> 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
