Source SDK & Base Updated 11/7 11:00AM PST
Quote from Artesia on November 7, 2007, 5:28 pmmm I would think releasing things like this would be part of the sdk... since its kind of a pain in the ass to position fizzlers without a model. This kind of puts me off, I was hoping things would... you know... work, once the sdk was released.
mm I would think releasing things like this would be part of the sdk... since its kind of a pain in the ass to position fizzlers without a model. This kind of puts me off, I was hoping things would... you know... work, once the sdk was released.
Quote from Thunder79 on November 7, 2007, 5:42 pmOne thing I noticed...the overlays can be named now...and allowing the env_texturetoggle to target them (not through I/O, or you can use a trigger and set the texture index also I believe)...that's how you do the indicator lights now. no more func_brushes or whatever people were using...
One thing I noticed...the overlays can be named now...and allowing the env_texturetoggle to target them (not through I/O, or you can use a trigger and set the texture index also I believe)...that's how you do the indicator lights now. no more func_brushes or whatever people were using...
Quote from thecake on November 7, 2007, 5:46 pmDoes the 3D Ray-Traced Lighting preview mode work for anyone, just seems to crash my hammer
Also, any textures with text in them, like Trigger, Nodraw and env_cubemap are now pretty much unreadable
edit: like this:
[img]http://img150.imageshack.us/img150/9356/blurpu4.th.jpg[/img]
Does the 3D Ray-Traced Lighting preview mode work for anyone, just seems to crash my hammer
Also, any textures with text in them, like Trigger, Nodraw and env_cubemap are now pretty much unreadable
edit: like this:
[img]http://img150.imageshack.us/img150/9356/blurpu4.th.jpg[/img]
Quote from msleeper on November 7, 2007, 5:51 pmespen180 wrote:I wish I could go back to the old SDK.Use the startup flag "-engine ep1" to use the old toolset.
thecake wrote:Does the 3D Ray-Traced Lighting preview mode work for anyone, just seems to crash my hammerFor some people it is, I have seen screenshots of it working. I hear a lot more "omfg broken" though, so I think all of the tools are buggy once again.
I think we need to let things settle for a day or so and see how things update.
Use the startup flag "-engine ep1" to use the old toolset.
For some people it is, I have seen screenshots of it working. I hear a lot more "omfg broken" though, so I think all of the tools are buggy once again.
I think we need to let things settle for a day or so and see how things update.
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Quote from Thunder79 on November 7, 2007, 5:52 pmthecake wrote:Does the 3D Ray-Traced Lighting preview mode work for anyone, just seems to crash my hammerlocks up hammer for me...it doesn't crash...but it just doesn't do anything either...seems like it's thinking for me...slows down the rest of my computer. I left it for 5 minutes and it was still using up 25% of my processing power according to task manager...so I just killed it and reopened it.
I tried the lighting preview but it doesn't really seem to do anything but get rid of all glass and stuff like triggers that don't show up in game. I went back to Shaded textures for working in hammer.
yeah I'd expect a patch in a few days (hopefully) to squash the major bugs people are immediately noticing...either deal with them or go back to the old sdk till things get cleared up.
edit: the full bright orange texture emits light now...I had it in an area and was directing an orange spotlight away from a doorway...now the orange light from the orange texture fills the doorway
locks up hammer for me...it doesn't crash...but it just doesn't do anything either...seems like it's thinking for me...slows down the rest of my computer. I left it for 5 minutes and it was still using up 25% of my processing power according to task manager...so I just killed it and reopened it.
I tried the lighting preview but it doesn't really seem to do anything but get rid of all glass and stuff like triggers that don't show up in game. I went back to Shaded textures for working in hammer.
yeah I'd expect a patch in a few days (hopefully) to squash the major bugs people are immediately noticing...either deal with them or go back to the old sdk till things get cleared up.
edit: the full bright orange texture emits light now...I had it in an area and was directing an orange spotlight away from a doorway...now the orange light from the orange texture fills the doorway
Quote from Mapster on November 7, 2007, 6:20 pmI bet they only did this because too many people were bitching at Valve because they were taking too long.
I like a few of the new features that they added but it all seems a little too sudden for me, for years i've had the editor so simple now it's all changed and yeah i could go back to the original engine but for now i'll keep it as is because they will eventually fix this then we will have to use this engine.
I bet they only did this because too many people were bitching at Valve because they were taking too long.
I like a few of the new features that they added but it all seems a little too sudden for me, for years i've had the editor so simple now it's all changed and yeah i could go back to the original engine but for now i'll keep it as is because they will eventually fix this then we will have to use this engine.
Quote from CassataGames on November 7, 2007, 6:24 pmthecake wrote:One nice thing is that the editor now shows cubemapsI'm having a hard time getting them to show for me, because they're checkered reflections and I can't get Cubemaps to show up in-game.
I'm having a hard time getting them to show for me, because they're checkered reflections and I can't get Cubemaps to show up in-game.