L4D2 SDK Released!

Discussion in 'Mapping Questions & Discussion' started by Radaka, Dec 23, 2009.

  1. Radaka

    Radaka L7: Fancy Member

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    I know that this is tf2maps.net, and that l4dmaps.net already knows about this, but I thought I'd let everyone here know anyway!

    http://www.l4d.com/blog/
     
  2. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

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    And it's not called something stupid like, I don't know... Authoring Tools!

    EDIT: Oh wait... nevermind. they did.
     
  3. Zwiffle

    Zwiffle L6: Sharp Member

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    Protip: It may appear to stall when you load Hammer, but it just takes a really, really long time to load everything. Least it did for me.
     
  4. Radaka

    Radaka L7: Fancy Member

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    @Zwiffle -- Yes :(
     
  5. NightHawK

    NightHawK L3: Member

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    I don't like the long load time. :(
     
  6. Radaka

    Radaka L7: Fancy Member

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    I spent some time converting my blocked out scavenge map from L4D1 into a fully entity'd L4D2 scavenge map, and I must say that I'm extremely impressed with the instance system they put in. The instances system allows one massive stage to only have 1 bsp, while still supporting multiple game modes!

    This works an internal file system of sorts (not actually, but it's a useful parallel).

    Example:

    radaka.vmf (the geometry and map layout, this is the bulk of everything--the world in which the game takes place)

    and all of the other vmfs, none of which contain any world geometry except that which seals doors and blocks nav (like sealing an arena in for survival).

    radaka_coop.vmf (the set of entities used in coop gameplay)
    radaka_versus(or vs, i didn't check).vmf (the set of entities used for versus mode)
    radaka_survival.vmf (the set of entities used for survival)
    radaka_scavenge.vmf (the set of entities used for scavenge)
    radaka_skybox.vmf (the skybox entities which would normally be placed in a distant corner of the map)

    Inside of the master vmf (radaka.vmf in this case) you place func_instance entities which reference each vmf and place the entities in the world depending on the gamemode being played. This seems similar to point_template, just more streamlined, complete with a drop-down menu at the top of the hammer window (Instances).

    At least that's what I've been able to figure out by muddling around in valve's examples included in the L4D2 Authoring Tools. I was able to replicate the results in my own map.

    EDIT: I also posted this in a new thread over at www.l4dmaps.net
     
    • Thanks Thanks x 3
    Last edited: Dec 24, 2009
  7. Cameron:D

    Cameron:D L6: Sharp Member

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    The L4D1 SDK was like that for me, I would be happy to have a long loading time in return for fewer crashes, but alas, I opened a sample map, clicked an entity and *poof* (*waits 5 mins again*)
     
  8. Delusibeta

    Delusibeta L3: Member

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    I approve.
     
  9. Blue552

    Blue552 L3: Member

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    *jizz*