I agree with Bluestrike. Hammer does need work, though. Whole thing needs to
be faster. The interface could be a lot better, someone who's familiar with
mapping just needs to redesign it from the top with a few overall goals in
mind that obviously weren't considered much when it was Worldcraft. I sure
would like to see a better system for scripting stuff, some kind of
flowchart for entity i/o, maybe. A compile process window that doesn't
freeze up after a few seconds of compiling (under Vista, this happens for
everyone I know). The whole interface for compiling needs work, I shouldn't
have to use a third-party batch compiler to get a decent interface. Overlays
need not to flicker in the textured shaded view, also. Particle systems
renderin' right there in the 3D view so we could see where we're putting
things. Some kind of VIS preview? Certainly a better model/texture browser
and maybe the ability to create new textures (that is, just .vmts for
already-existing .vtfs) right there in the editor without messing around in
your materials directory. Controls for AA and AF. More sensible visgroups, a
group for every entity type you've used, perhaps. Unticking "areaportals"
doesn't hide areaportalwindows, that's annoying. Previewing the
areaportalwindow effect in hammer I'd like. And fog. Maybe better
integration with faceposer so we could see our scenes take place in hammer?
Make it tell you when you create an invalid solid, it's easy to miss that
sometimes. Oh shit, I have to go.
The SDK really needs to be better about configurations, too. I dual-boot and
can't set up the SDK in one OS without fucking it up in the other, and then
having to go through the tedious process of setting up the configuration and
compilin' apps again in Hammer.

2009/6/7 Bluestrike <[email protected]>

> 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?
> >>
> >>
> >>
> >>
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlmappers
> >>
> >>
> >>
> >>
> >>
> >>
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlmappers
>
>
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