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Source SDK & Base Updated 11/7 11:00AM PST

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It's the same situation with the team fortress 2 settings, but for some reason episode 2 has a couple of problems as well but atleast the high dynamic lighting works.

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Is the SDK documentation revised too?

I'm just learning how to use Hammer, and I'd hate to spend two hours working through some tutorials and whatnot only to run into some horrendous error because the tut was for SDK'06 and it breaks something in SDK'07. Any information or helpful links on this question would be greatly appreciated.

Cr00ked.
Crooked Paul wrote:
Is the SDK documentation revised too?

I'm just learning how to use Hammer, and I'd hate to spend two hours working through some tutorials and whatnot only to run into some horrendous error because the tut was for SDK'06 and it breaks something in SDK'07. Any information or helpful links on this question would be greatly appreciated.

If you want my opinion, I find the VTM's over at http://www.3DBuzz.com to be extremely useful in learning the bare basics of Hammer. You should check them out. Then after that, check over the documentary's (don't skip this step), you'll be set if you do those two things.

At the risk of sounding like an advertisement, 3D Buzz also has great VTM's for UnrealEd, Photoshop, 3D Studio Max, and a few other ones I can't remember. Seriously, check it out. :wink:

I like my girls like I like my cars, I like them fast, I like them automatic, and I know I'm in trouble if I reach down and feel a stick.

here's some images of some of the changes as a result of the sdk:
First...."portal style lighting"....done in the same way they do it in the sample map...no lighting in the room other than the spotlight highlighting the portalgun (and of course the "portal style lighting"):
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Overlay indicator lights that work perfectly: (I had been holding off putting these in until the sdk was updated)
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The orange texture now emits light (next closest light source is far to the right of this picture:
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these are all taken from the map I've been working on since the instructions on how to get hammer working for portal were posted on the steam forums...here's another couple shots...texture still needs work but we now have an aperture (aka iris door ala the logo) for aperture labs...
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No this is not something that was made possible with the sdk update...I created it before that...I just figured I'd release a couple of images of my map alongside the shots for the sdk update. (yes from the angle of the shot it looks backwards...from the other direction it looks correct according to the logo, which is what I was going for)

All of this stuff is fine and good and all, but I think I speak for a lot of people when I say. I want my cubemaps, I want to make sexy levels. :cry: lol...

I like my girls like I like my cars, I like them fast, I like them automatic, and I know I'm in trouble if I reach down and feel a stick.

Cube Maps are what makes a map sexy, true i've never been good with them but they always add more smexyness to a map ;)

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mmmm that iris brings back fond memories of the old stargate mod for hl1

With the update released tonight, I can now build cubemaps in Portal.

and the ERROR model for point_spotlight and portal_cleanser has been fixed, I CAN SEE :P

[insert visually obtrusive graphic or witty comment here]

There replacement isn't all that helpful anyway. ?_?

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