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

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Artesia
238 Posts
Posted Nov 07, 2007
Replied 15 minutes later
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.
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espen180
307 Posts
Posted Nov 07, 2007
Replied 6 minutes later
I wish I could go back to the old SDK.
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Jaxe
64 Posts
Posted Nov 07, 2007
Replied 6 minutes later
You can.
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Thunder79
8 Posts
Posted Nov 07, 2007
Replied 1 minutes later
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...
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thecake
37 Posts
Posted Nov 07, 2007
Replied 3 minutes later
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:

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msleeper
4,095 Posts
Member
Posted Nov 07, 2007
Replied 5 minutes later

espen180 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 hammer

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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Thunder79
8 Posts
Posted Nov 07, 2007
Replied 1 minutes later

thecake wrote:
Does the 3D Ray-Traced Lighting preview mode work for anyone, just seems to crash my hammer

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

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thecake
37 Posts
Posted Nov 07, 2007
Replied 19 minutes later
One nice thing is that the editor now shows cubemaps
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Mapster
396 Posts
Posted Nov 07, 2007
Replied 8 minutes later
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.

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CassataGames
98 Posts
Posted Nov 07, 2007
Replied 3 minutes later

thecake wrote:
One nice thing is that the editor now shows cubemaps

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.

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Mapster
396 Posts
Posted Nov 07, 2007
Replied 36 minutes later
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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Crooked Paul
226 Posts
Posted Nov 07, 2007
Replied 11 minutes later
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.

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CassataGames
98 Posts
Posted Nov 07, 2007
Replied 14 minutes later

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.

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Thunder79
8 Posts
Posted Nov 07, 2007
Replied 1 hour later
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"):

Overlay indicator lights that work perfectly: (I had been holding off putting these in until the sdk was updated)

The orange texture now emits light (next closest light source is far to the right of this picture:

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...

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)

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CassataGames
98 Posts
Posted Nov 07, 2007
Replied 13 minutes later
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. lol...
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Mapster
396 Posts
Posted Nov 07, 2007
Replied 18 minutes later
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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Astro
77 Posts
Posted Nov 07, 2007
Replied 2 hours later
mmmm that iris brings back fond memories of the old stargate mod for hl1
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Shmitz
167 Posts
Posted Nov 08, 2007
Replied 23 hours later
With the update released tonight, I can now build cubemaps in Portal.
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Artesia
238 Posts
Posted Nov 08, 2007
Replied 36 minutes later
and the ERROR model for point_spotlight and portal_cleanser has been fixed, I CAN SEE
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Jaxe
64 Posts
Posted Nov 08, 2007
Replied 6 minutes later
There replacement isn't all that helpful anyway. ?_?