WolfKit
L3: Member
- Jun 26, 2012
- 128
- 83
It's easier to just reverse engineer the vmf file format and make your own editor from scratch.
I think that's pretty much what he meant.
It's easier to just reverse engineer the vmf file format and make your own editor from scratch.
Paint selection, easier re-sizing, just to name two.what would you do differently?
Precisely my point. It will take a huge amount of effort just to make something that is an equal to Hammer, and only then can one begin to better it with additional features.I'd have neither the time nor the experience to see it through all by myself
Since it isn't a very well known feature, if it would be useful to you I thought I should point out you can actually do it, albeit using more than Hammer itself. https://developer.valvesoftware.com/wiki/Map_editand even (though this is likely to be a pipe dream) allowing temporary physics simulation of physics props on a prop-by-prop basis to allow for more accurate placement.
En un mot : everything that any other editor (like UDK) does better. I don't say 'I could do better than Hammer', but I think that a open-source Source (I know) editor would end up beating Hammer quite easily, for multiple reasons.why make a hammer replacement tho? apart from the crashes? what would you do differently?
Precisely my point. It will take a huge amount of effort just to make something that is an equal to Hammer, and only then can one begin to better it with additional features.
...which, to answer fubar, would be stuff like a better 3D renderer that actually supports all (or most) features of Source materials ($color and $bumpmap for example), three-point-clipping, different kinds of displacement editing, a better model browser (one to put my library out of business!), and every other thing that we've all thought of at times over the years thinking "I wish I could do X easier"
A model browser that doesn't freeze every 15 minutes and require me to completely restart Hammer if I want to use use the model browser again without waiting an indefinite amount of time would be nice.
- Better logics for TF2 (something more simple, without 150 different entities to make a single koth map work)
- Better logics for TF2 (something more simple, without 150 different entities to make a single koth map work)
This is an interesting reminder to me of the vast differences between mappers. Since TF2's launch, and even with the later game modes, I've always seen the logic as extremely watered down and simplified into "drag-n-drop" logic that requires few entities and does everything engine-side.I actually don't mind the current entity system, it's very appealing to me. It's a nice method of incorporating some really useful logic into an editor that doesn't require coding knowledge in order to make something unorthodox, which I assume engines like UDK and Unity etc do. That being said, simplifying existing gamemode setups would always be a plus.
This is an interesting reminder to me of the vast differences between mappers. Since TF2's launch, and even with the later game modes, I've always seen the logic as extremely watered down and simplified into "drag-n-drop" logic that requires few entities and does everything engine-side.