My personal thoughts:
1. SVN
2. You can basically already do that. The issue you run into is that
there's a lot of potential variability, even for something as simple
as, for example, a spawn zone. The system that valve provides is the
best mix of simplicity and adaptability you're likely to see.
3. You can do this with decals, although I don't know why you'd ever
want to. Just like with what I said before, this system provides the
greatest mix of ease of use and flexibility.
4. This one I do agree with, although since their editor is all VGUI,
you could probly just as easily make your own browser than make a
whole new editor.

I understand what you're saying and where your ideas come from; I
think it just comes back to the eternal balance between ease of use
and extent of use; that is, how easy it is to make something simple
vs. How easy to make something complex.

On Sunday, June 7, 2009, Bluestrike <[email protected]> wrote:
> Just my toughts:
>
> 1) multi user:
> I would not have a use for it myself  ;-)
>
> 2) preprogrammed entity's:
> Already exists in some way , there are entity prefabs with scanner on a path
> and  stuff, even can create your own.
> I'm not into tf2 editing so I don;t know how the cp's are setup and if they
> included prefabs for it.
>
> 3-4) Don't see how drag and drop would make the work faster/easyer then just
> a click to apply a texture.
> I think it would be nice to have the model browser and texture browser open
> at all times on my 2nd monitor tough
> aspecially for models, now you have to browse trough all the files eatch
> time.
> (if the model is already placed in the map its faster to copy paste it in
> the 3d view then browsing for it)
>
> Yeah sandbox has a better terrain system if youre talking about multiple
> textures layered on top of eatchother.
> (I only worked with sandbox 1 so far)
> I would have find it better if eatch map used their own blend texture that
> contained 6 textures or more instead of just 2
> but that is a engine thing and doubt it can be changed trough the mapeditor.
>
> Finally I think hammer is a pretty easy program already and if someone can't
> learn how it works, they won't be able to learn the
> engine technology behind it to create a good map either.
>
>
>
> ----- Original Message -----
> From: "Alex Guichet" <[email protected]>
> To: "Discussion of Half-Life Mapping" <[email protected]>
> Sent: Saturday, June 06, 2009 10:03 PM
> Subject: Re: [hlmappers] Source Engine/Hammer Size maximum size
>
>
>> Well basically I feel that hammer is not a good map editor for
>> designers...
>> Hammer, in my opinion, is more suited for programmers. So we're working
>> with
>> tools designed for "programmer art". I think that if there is a much more
>> powerful editor with easier to use tools (don't say it's not possible)
>> than
>> I have a feeling that the quality of maps will skyrocket. And maps are
>> pretty good now. I have a lot of map maker friends (one who has a
>> published
>> community map on TF2) that say Hammer doesn't get the job done in terms of
>> design.
>> I'm not really talking about major major changes yet, but some basic
>> additions are:
>> 1) Multi user map design. (More than one editor working on a map at the
>> same
>> time, be able to watch changes in (close to) real time
>> 2) Preprogrammed (and editable) entity tools for maps... stuff like drag
>> and
>> drop train tracks... click to place CP's... etc. Really just to make it
>> easier for designer.
>> 3) Drag and Drop everything. Drag and drop a model on to the ground, drag
>> a
>> texture onto a wall, etc.
>> 4) Better Model and Texture browsers. Tagging. Tag all of the skyboxes,
>> custom textures, walls, tf textures, anything you want. Works for both
>> models and textures (at the moment).
>>
>> Anything else I should add? I'm only working on community feedback for
>> what
>> should go into this editor. I consider everything.
>>
>> Alex Guichet
>>
>>
>>
>> On Tue, Jun 2, 2009 at 1:59 PM, Brandished <[email protected]> wrote:
>>
>>> (Redirected by <[email protected]>)
>>>
>>>
>>>
>>>
>>> Wait, what do you mean by "make a DESIGNER"?
>>>
>>> Yes, late reply, I know.
>>>
>>>
>>> ----- Original Message ----
>>> From: Alex Guichet <[email protected]>
>>> To: Discussion of Half-Life Mapping <[email protected]>
>>> Sent: Thursday, May 28, 2009 5:00:37 PM
>>> Subject: Re: [hlmappers] Source Engine/Hammer Size maximum size
>>>
>>> Thanks. This is really helping.
>>> I'm trying to  oriented source engine mapping solution by
>>> reverse engineering the VMF file (of sorts)... so far I've got some
>>> simple
>>> brushwork going... I just want to have warnings that will let a designer
>>> know when they're hitting a limit (if it's even necessary).
>>>
>>> So far this is great help. Anything you map makers want that you think is
>>> crap or needs to be changed in hammer?
>>>
>>>
>>>
>>>
>>>
>>> _______________________________________________
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>>>
>>>
>>>
>>>
>>>
>>>
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>
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