Discussion in 'Mapping Questions & Discussion' started by Arhurt, Aug 28, 2008.
That's Source 2's Hammer.
OMFG THAT'S WHAT WE REALLY NEED
Source2's mesh based, like any today's half decent engine. Also, hammer did have a lighting preview for some while, but since it was in Hammer, it inherited the bugginess and didn't work as intended and got removed.
It was also really really shit
All the features, of Hammer on Source 2 are stated on reddit:
Is it possible to mod Hammer 2 so it works better for TF2? 'Cause honestly it looks so much better than the current Hammer.
It can convert VMFs to its format, but not back.
Yup! It's always built so that any open area of the map is connected to every other open area.
Not sure if much will come of this, since I won't have too much time to map in the next few weeks, but here's a little something I whipped up today:
polys are usually not the issue, eeerm....meaning that good ol source usually plays pretty good on decent mid-range computers now days, but overall less fancy stuff where combat happens and more fancy stuff where combat does not happen, ..., those beams are 500 polys per piece, currently the spawn has less than 10k polys...which is close to nothing, as long you are only seeing a few rooms I'd say 30-40k static polys are within range, but you always have to leave some room for hats etc, especially if you are doing it with 12ppl on each side - all with fancy hats, thats 15-25k polys right duuure...meaning you have 10-20k polys to play with, (take these numbers with a grain of salt,)
wasn't going to release it, but if the stuff turns out decent I see no reason not too - only issue is if you are releasing stuff for others to use you need to have a decent - or at minimum, a understandable naming conventions, lods etc...the props are very situational and other users might expect more things to fulfill their vision, its also a theme you cant mix with any of the other stuff you find in tf2 so you would be very limited with the ~80 or so props provided here, which might not be enough to cover your needs
will make a decent tutorial after the Holiday madness! promis!!!!
Getting back into the swing of things, forgot to turn off shadowing on some of these things. but whatever
i live 3 miles from a farm that has the exact same looking building
find it, get out.
some hammer screens of a very old wip payload map that never really came to anything:
worth making & testing an a1? let me know
looks promising, i would love to test it.
The geometry looks uncommon. It will be interesting to see how it goes.
I mean yeah we sure left 1.6 mapping methods in the past but look I found a way to deal with the long fluorescent lights. I mean it's pretty obvious but look how cool it is.
Spoiler: In-Hammer setup
Under the lamp, we have a brush with light emitting texture at the bottom:
It can be set to func_brush and killed on map launch to show the lamp bottom which is prettier - it affects lightmaps that will already be baked. Could set render mode to Dont Render but that will still grab the edict.
Under that, we got a brush with a white-to black gradient texture, set to be a func_brush with Additive rendering mode (so black fade will be transparent) and about 1/3 opacity:
Now disable any shadowing on it and the collisions as well. That's the highlight. After that, we can make there and tweak a func_dustmotes for nice dust there.
Boom! a long lamp without ugly series of point light entites, that works! remember to cut down edits taken by highlights by joining several all-seen-at-once highlight func_brushes into one.
FINALLY! i hate having to avoid using those lights!
You should give this it's own post where it won't be buried among WIP posts.
I've got it in my signature, but yeah, I'll write a properly done guide a bit later.
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