A heads-up about the SDK

Trotim

aa
Jul 14, 2009
1,195
1,045
They'll get around to it.

In the mean time, this is an excellent time to pick up modeling, texturing, modding or trying a new engine. Look at it as an opportunity to try something new! :]

don't do it

you'll never want to return to source again
 

deadsource

L3: Member
Jul 11, 2011
121
55
don't do it

you'll never want to return to source again

True, one you go meshes, you'll never come back to brushes...
 

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
411
793
G2c3kof.gif

I sure hope this means my productivity can be put elsewhere in the meantime.
pfffft
 

Fish 2.0

L6: Sharp Member
Nov 22, 2012
324
262
True, one you go meshes, you'll never come back to brushes...

Once I went to brushes I never wanted to go back to meshes.

Meshes are usually a pain in the arse for me. Modelling is fun, however, and knowing both is great.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
do we have vpk capable paking tools? or should I look into making one?

edit: wait I think VIDE does

Does it matter as long as BSP files with the assets packed in still work?
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
Does it matter as long as BSP files with the assets packed in still work?

well what happens is you can still pak anything in any bsp with any tool you want. but for automated paking you need a program that can check what's in your gcf/vpk. So, all paking tools will still work but automated paking will not
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Wasn't PackBSP created by someone who used to post here? I wonder what happened to them.
 

Mr. Happy

L6: Sharp Member
Jul 16, 2008
320
158
Unity has pretty nice terrain painting too. Displacements for terrain were awesome a decade ago, but now look pathetic. The tech seems more useful for small pieces like roofs than anything else now.

But if they are updating the engine to use vpk's then that could be good for the tools since L4D/P2 have features in Hammer that TF2 does not. Please everyone let us join hands and pray for propper instancing support in TF2 and all the little bug fixes those versions have too!

In the past when entire Source SDK versions were broken people found ways to get around it, hack files from different versions together and whatnot.

I guess I picked a bad time to start a new map.

What is this SteamPipe? Can I smoke it?
 

Tarry H Sruman

Large Orphanage Proprietor
aa
Jul 31, 2011
872
1,021
I don't think you understood. I said UDK's terrain tools were bad and displacements were better.

Imagine a displacement that can only be shaped along the Z axis, must have four 90 degree corners, and freaks the fuck out when its rotated.

But other than that UDK is miles ahead of Source in just about everything. Fortunately the new landscape tool lets you have higher-resolution terrain and eliminates texture stretching (my god, the best improvement to terrain in games since ever) but the terrain created with it has to be a very specific size (almost always fucking gigantic) and you still can't move vertices on the X or Y axis, so if you want overhangs, caves, etc, you need to make your own meshes.
 
Mar 20, 2012
391
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but the terrain created with it has to be a very specific size (almost always fucking gigantic) and you still can't move vertices on the X or Y axis, so if you want overhangs, caves, etc, you need to make your own meshes.

I think this is just that part of switching to a different engine where you have to alter how you conceptualize certain tools.

I know I ran into this with the Creation Kit. I love that landscape editor, but at first I was trying to use it to make caves and shit, and it wasn't working out. Then I started combining models and landscape, and before long I was building entirely new mountains.

I use displacements quite a lot, but I'm not a big fan of how they work. The whole "needs to be in quadratic formation with every other displacement" really eats a lot of my time.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Fortunately the new landscape tool lets you have higher-resolution terrain and eliminates texture stretching (my god, the best improvement to terrain in games since ever)

Source can do that. It's not very useful if you want to define manually how the texture is aligned, but it works.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Source has it, TF2 doesn't :c