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Left 4 Dead 2 Tools!

  • KungFuSquirrel
  • December 24, 2009 at 11:35 AM
  • KungFuSquirrel
    • December 24, 2009 at 11:35 AM
    • #1

    Now live in Steam!

    They've included three badass architectural style guides in the sample maps, and also added a pretty major new feature to hammer - .vmf instancing!

  • sarge mat
    • December 24, 2009 at 12:41 PM
    • #2

    Downloading it now. Its great to have this, I can't wait to check out the new weather features have some ideas for how I want to use those.

  • Seldoon182
    • December 24, 2009 at 4:00 PM
    • #3
    Quote from KungFuSquirrel

    ... a pretty major new feature to hammer - .vmf instancing!

    I don't own L4D2, what's the .vmf instancing?

  • KungFuSquirrel
    • December 24, 2009 at 5:41 PM
    • #4

    It's similar to using prefabs, only instead of adding a group of objects directly to the level, it adds instanced references to separate .vmf files. Any changes you make to the source .vmf file automatically updates everywhere you've instanced it, and the instanced geometry and entities are added to your level at compile time. It's pretty much the best feature ever added to Hammer. You can use it on the small prefab level, where you have lots of repeated objects all referencing a single file - for example, a light prop with player clip brushes and light entities. It's also good for large objects, where you can have an entire building at a weird angle in your level, but reference an axially-built file for any changes you need to make. And it'd work great in a team setting, where you could instance out entire chunks of a level for someone to work on in a separate file, and have their changes automatically update in the main file.

    Infinity Ward has had this for a while in COD and it lets them do some insane stuff that would be brushmonkey suicide otherwise... Should open up some really badass possibilities for L4D2 work. Hopefully they'll be kind enough to roll it back into TF2...

  • Minos
    • December 24, 2009 at 5:59 PM
    • #5
    Quote from KungFuSquirrel

    It's similar to using prefabs, only instead of adding a group of objects directly to the level, it adds instanced references to separate .vmf files. Any changes you make to the source .vmf file automatically updates everywhere you've instanced it, and the instanced geometry and entities are added to your level at compile time. It's pretty much the best feature ever added to Hammer. You can use it on the small prefab level, where you have lots of repeated objects all referencing a single file - for example, a light prop with player clip brushes and light entities. It's also good for large objects, where you can have an entire building at a weird angle in your level, but reference an axially-built file for any changes you need to make. And it'd work great in a team setting, where you could instance out entire chunks of a level for someone to work on in a separate file, and have their changes automatically update in the main file.Infinity Ward has had this for a while in COD and it lets them do some insane stuff that would be brushmonkey suicide otherwise... Should open up some really badass possibilities for L4D2 work. Hopefully they'll be kind enough to roll it back into TF2...

    That's really cool The level editor I use at ubisoft (which is fairly simple) has had this feature forever though

  • Psy
    • December 24, 2009 at 6:10 PM
    • #6

    I want that shit for TF2. NOW.

  • Lord Ned
    • December 24, 2009 at 6:21 PM
    • #7

    Too bad the Instancing dialogue is broken as per usual Valve.

    (You have to type the filename/path by hand instead of using Browse and hitting Ok)

  • Ginger Lord
    • December 24, 2009 at 6:29 PM
    • #8
    Quote from KungFuSquirrel

    It's also good for large objects, where you can have an entire building at a weird angle in your level, but reference an axially-built file for any changes you need to make.

    Woop.

  • Zeta
    • December 24, 2009 at 11:40 PM
    • #9

    Finally. Referencing is a sweet new feature if it works. No more clipping the angles - works well in Radiant.

  • Nysuatro
    • December 25, 2009 at 1:23 AM
    • #10

    Sounds also great for reusing stuff. Or working precodural while just changing 1 file.

  • dux
    • December 25, 2009 at 9:00 AM
    • #11

    So 3 years later valve decided to add old ideas used by loads of other editors already. Nice :monocle:

  • Skjalg
    • December 26, 2009 at 10:55 AM
    • #12
    Quote from dux

    So 3 years later valve decided to add old ideas used by loads of other editors already. Nice :monocle:

    Atleast when they make it, it WORKS.

    err.. wait...

  • ReNo
    • December 26, 2009 at 1:04 PM
    • #13

    Aww christ, they go and add this right when I'm done working with Source. I would have KILLED for this feature a couple of years back. I resorted to horribly contrived visgroup structures to mass change lighting/entity setups and therefore achieve something approximating the same effect, but obviously that was never applicable to geometry. Not only that, but hammer even had trouble with visgroups - add too many and you end up with the whole visgroup system of your map breaking and the need to manually remove visgroups using notepad to get them working again!

    Still, nice development for them to add. I guess they're not quite done with source yet then...

  • Taylor
    • December 27, 2009 at 3:12 PM
    • #14

    I almost feel like making a campaign.

  • Buddy
    • December 27, 2009 at 5:33 PM
    • #15

    There was a rumour about being able to customize weapons, characters etc for custom l4d2 campaigns, we all know this is not true for current release. While it doesnt sound Valve-ish at all to give that kind of scripting powa I find it reasonable for this to be available once "The Passing" DLC is out (l4d2+l4d1 characters in one campaign).

    These SDK upgrades are nice, especially vmf instancing.

  • Zeta
    • December 27, 2009 at 7:49 PM
    • #16

    CS:S weapons available in game now.

    Anyone know how to use the heatmaps feature?

  • Psy
    • December 28, 2009 at 1:07 PM
    • #17
    Quote from Buddy

    There was a rumour about being able to customize weapons, characters etc for custom l4d2 campaigns, we all know this is not true for current release. While it doesnt sound Valve-ish at all to give that kind of scripting powa I find it reasonable for this to be available once "The Passing" DLC is out (l4d2+l4d1 characters in one campaign).These SDK upgrades are nice, especially vmf instancing.

    They've added a scripting entity called logic_script so maybe this will allow more room for modifications.

  • Buddy
    • December 28, 2009 at 1:28 PM
    • #18

    this what the rumour was all about though:

    Code
    addonContent_BackgroundMovie   0   //Provides a replacement for the background movie.
    
    
    addonContent_Survivor          0    //Provides a new survivor model. 0=false, 1=true, String in quotes if replaces specific single character, i.e. "Francis"
    
    
    addonContent_BossInfected       0    //Provides a new boss infected model. Break these out?
    
    
    addonContent_CommonInfected    0    //Provides a new common infected model
    
    
    addonContent_WeaponModel      0    //Provides a new appearance to existing weapons, but does not change their function
    
    
    addonContent_weapon          0     //provides new weapons or new zombie killing functionality, i.e. guns, explosives, booby traps, hot tar,
    
    
    addonContent_Skin             0     //0 if no new skin textures for existing models. 1 if multiple skin pack. String in quotes if specific single skin
    
    
    addonContent_Spray             0     //Provides new sprays.
    
    
    addonContent_Map             0   //Add-on provides a standalone map
    Display More
  • Seldoon182
    • December 29, 2009 at 12:21 AM
    • #19
    Quote from Buddy

    this what the rumour was all about though:

    Code
    addonContent_BackgroundMovie   0   //Provides a replacement for the background movie.
    
    
    addonContent_Survivor          0    //Provides a new survivor model. 0=false, 1=true, String in quotes if replaces specific single character, i.e. "Francis"
    
    
    addonContent_BossInfected       0    //Provides a new boss infected model. Break these out?
    
    
    addonContent_CommonInfected    0    //Provides a new common infected model
    
    
    addonContent_WeaponModel      0    //Provides a new appearance to existing weapons, but does not change their function
    
    
    addonContent_weapon          0     //provides new weapons or new zombie killing functionality, i.e. guns, explosives, booby traps, hot tar,
    
    
    addonContent_Skin             0     //0 if no new skin textures for existing models. 1 if multiple skin pack. String in quotes if specific single skin
    
    
    addonContent_Spray             0     //Provides new sprays.
    
    
    addonContent_Map             0   //Add-on provides a standalone map
    Display More

    That's fucking awesome!

  • Bl1tz
    • December 30, 2009 at 9:19 AM
    • #20

    I'm surprised at how long it takes to do a full compile of the demo maps even with a "high end" machine

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