>> If I can write a bloody GUI to StudioMDL, why can't Valve?

Because you already wrote it. Why would they need to duplicate your work?
Why pay paid developers to do something the modding community does for free?
;)

I do wish Hammer was open-source, or atleast had a plugin-system (Maybe
written in Lua or C++ or such), so that even if Valve didn't take the time
to make their tools more user-friendly, the users could.

What Source lacks in high-end graphics, and ultra precise physics and so on,
I do think that they make up for it in Gameplay. You still see huge gaming
communities playing CSS, CS, DOD:S, TF2, L4D, etc. These games are years
old, yet people still play them daily.

And yeah, content creation is way too much of a fight. Un-descriptive
errors, illogical errors, etc. While the CLI doesn't bother me, having
learned to use it, I could see how it could be an issue for a new user.
(Keep in mind I'm only 16) And alot of the stuff isn't documented which irks
me. Also not having the model sources for more complex things really annoys
me, because it's left the modders to try and figure it out on their own.
Things like MDLDecompiler aren't a terrible help with the new stuff because
it isn't even put into the qcs or models, so we have NO clue if some of the
commands even exist.

On Thu, Jul 23, 2009 at 2:45 PM, Adam Donovan <adamjjdono...@gmail.com>wrote:

> I agree that gameplay options are great in hammer..its more some of the
> oldschool stuff in hammer that could use an update..as for the spelling
> comments I dont care Im employed as an artist not a public relations
> officer
> ot spelling bee judge.
> nava
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