It would be awesome if someone at Valve figured out a way to get custom content over that way. I don't know about you guys, but I spend most of my gaming time via PS3. What would you guys like to see out of it?
Custom levels on PS3
Posted May 30, 2011
I know Microsoft has been really strict on custom content on their console, but Sony... not so much. I did level design for Unreal Tournament 3, and after Epic decided to create a cooking tool to package maps and other content for installation onto the PS3 version, well, that obviously was pretty neat and extended the life of that game.
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Posted May 30, 2011
Replied
7 hours
later
warezIbanez wrote:
What would you guys like to see out of it?
Obviusly, we'd like to see the ability to distribute custom maps to the PS3. It would take basically no work from us to port a map over to the PS3; I'd imagine all the work is on Valve/Sony's side.
Posted May 30, 2011
Replied
2 hours
later
To my knowledge, there is no special compile process for maps to run on 360 or PS3. In fact in a lot of visual effect entities, there is a "Disable on X360?" option right in Hammer.
Posted May 30, 2011
Replied
29 minutes
later
msleeper wrote:
To my knowledge, there is no special compile process for maps to run on 360 or PS3. In fact in a lot of visual effect entities, there is a "Disable on X360?" option right in Hammer.
I noticed a lot of those attributes on quite a few entities. I imagine that Valve or Sony would have to come up with a packaging tool, for distribution over USB or maybe through Steam Cloud or something. Obviously the USB route would be easiest.
Posted May 31, 2011
Replied
1 day
later
what would be best is if those non-xBox/ps3-compliant features were automatically disabled. so a mapper could make a map for the pc, then run it through a "make it more lame" program for the consoles and !BOOM! console compliant map!
Posted May 31, 2011
Replied
1 hour
later
I don't think that every single entity with a "Disable on X360" option needs to have it disabled across the board. I mean, shit like func_detail has it, and if you disable every func_detail in most maps then you won't have anything recognizable as an actual map. I'm sure it's for certain effects in certain areas that need to be toned down to run on console hardware or something.
Posted May 31, 2011
Replied
4 minutes
later
Premature optimization being the root of all evil, I'd hope that, yeah, they only started flipping that flag on when they found problems and otherwise left it alone.
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Posted Jun 02, 2011
Replied
2 days
later
I meant, as in; Automatically disable the things they KNOW do not work on console, and or, are KNOWN to cause issues in most cases (and on those cases allow you to force-allow if you have tested it, and know it to work on consoles). A bit of pre-optimization. And then, through testing, fine tune the shit....