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DOTA 2

  • Sentura
  • October 14, 2010 at 2:27 AM
  • Mazy
    • August 7, 2014 at 1:01 PM
    • #221

    So can this be used for, you know, anything that's not DOTA2?

  • will2k
    • August 7, 2014 at 1:05 PM
    • #222

    big news today, seems like Valve is testing Source2 with Dota2 first.


    It's a radical change as far as I can see compared to the good old Worldcraft 2.1 I first used in 1999


    Here are some of the changes in the new Hammer:


    The editor compiles to a new map format, vmap_c

    It also uses a new model format, vmdl.
    You can import tgas, FBX files, and here's a list from facepunch of the rest:

    • Brushes are now meshes and act like models. You can edit by face, edge, and vertex.

    • New particle editor / realtime material editor

    • Better prefab support, just drag and drop a prefab from the asset browser to place and double click in the viewport to edit it.

    • You can blend ANY materials together on displacements in hammer, no more specifying $basetexture and $basetexture2

    • Custom Tilesets (Might be Dota specific)

    • Realtime Lighting, WYSIWYG

    • Hammer has its own model editor and asset browser

    • The developer binary of the game as well as hammer run through what's called vconsole, where you can get feedback and run console commands just like the regular ingame console

    • There's a new 3D viewport manipulator that lets you transform as well as change lengths of meshes which is quite useful.

    • Pivot points

    • Compiling doesn't freeze your PC

    • The engine now uses a new type of models, vmdl

    • They also dropped bsp, they now use a custom format named vmap (vmap_c when compiled)


    Source: http://www.valvetime.net/threads/dota-2…er-2014.245390/ (7th post)


    EDIT: Meshes and real time lighting are the most exciting changes in my opinion.

  • FMPONE
    • August 7, 2014 at 1:07 PM
    • #223
    Quote from will2k

    big news today, seems like Valve is testing Source2 with Dota2 first.


    It's a radical change as far as I can see compared to the good old Worldcraft 2.1 I first used in 1999


    Here are some of the changes in the new Hammer:


    The editor compiles to a new map format, vmap_c

    It also uses a new model format, vmdl.

    You can import tgas, FBX files, and here's a list from facepunch of the rest:

    • Brushes are now meshes and act like models. You can edit by face, edge, and vertex.

    • New particle editor / realtime material editor

    • Better prefab support, just drag and drop a prefab from the asset browser to place and double click in the viewport to edit it.

    • You can blend ANY materials together on displacements in hammer, no more specifying $basetexture and $basetexture2

    • Custom Tilesets (Might be Dota specific)

    • Realtime Lighting, WYSIWYG

    • Hammer has its own model editor and asset browser

    • The developer binary of the game as well as hammer run through what's called vconsole, where you can get feedback and run console commands just like the regular ingame console

    • There's a new 3D viewport manipulator that lets you transform as well as change lengths of meshes which is quite useful.

    • Pivot points

    • Compiling doesn't freeze your PC

    • The engine now uses a new type of models, vmdl

    • They also dropped bsp, they now use a custom format named vmap (vmap_c when compiled)


    Source: http://www.valvetime.net/threads/dota-2…er-2014.245390/ (7th post)

    Display More


    Please become an expert on this editor also, Will~

  • Sentura
    • August 7, 2014 at 1:10 PM
    • #224

    Shift drag duplicates and they have edge extrusion. So far so good.

  • will2k
    • August 7, 2014 at 1:11 PM
    • #225
    Quote from FMPONE

    Please become an expert on this editor also, Will~

    Haha, i will have to wait until they shift other titles to source2 to sink my teeth in this new hammer. I don't play dota2


    but nevertheless this is exciting news and update especially the realtime lighting which is really cumbersome in Hammer currently as you have probably experienced this countless times

  • RaVaGe
    • August 7, 2014 at 2:28 PM
    • #226

    http://www.gfycat.com/NiftyInfatuatedBull


  • El_Exodus
    • August 7, 2014 at 2:54 PM
    • #227

    Horry shiiet! That's awesome news. Can't wait until it's there for CS

  • blackdog
    • August 7, 2014 at 2:59 PM
    • #228

    Dunno if useful, I was linked this video earlier this morning but didn't looked at it till few minutes ago

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    Didn't we have a proper discussion on Source 2? And most importantly: how long before Valve will make a devkit independant from the games?

  • leplubodeslapin
    • August 7, 2014 at 3:17 PM
    • #229

    I need to know :1. Is this really a port of Dota 2 from Source 1 to Source 2 (with the exact same graphics and gameplay)2. Would such a thing be possible for CS:GO Seriously guys i'm too much excited, this is awesome

  • Thurnip
    • August 7, 2014 at 3:17 PM
    • #230

    ^ Maybe dota is source2, but capped? Or this isnt possible?

    im glad all the money i gave to valve is being well spent

  • Sentura
    • August 7, 2014 at 3:19 PM
    • #231

    I'm hoping. I don't want a backend lua scripting system, I'd like them to be up to date with scripting like every other engine by now.

  • RaVaGe
    • August 7, 2014 at 4:15 PM
    • #232

    I want to know more about the optimisation system though ...

  • DrywallDreams
    • August 7, 2014 at 6:16 PM
    • #233
    Quote from leplubodeslapin

    I need to know :1. Is this really a port of Dota 2 from Source 1 to Source 2 (with the exact same graphics and gameplay)2. Would such a thing be possible for CS:GO Seriously guys i'm too much excited, this is awesome

    Yep! Dev tools are running Source 2. I shot a CS dev a tweet about it, so hopefully he'll confirm if CS:GO will be ported

  • blackdog
    • August 7, 2014 at 6:53 PM
    • #234

    They did the same when the original Source came out remember? They were saying they were testing tech with older games like CS1.6 and HL… so that wouldn't be totally crazy, even if this time they turned quite upside down the building paradigm.

  • will2k
    • August 7, 2014 at 11:10 PM
    • #235
    Quote from leplubodeslapin

    I need to know :2. Would such a thing be possible for CS:GO Seriously guys i'm too much excited, this is awesome


    I guess Valve chose dota2 as a testing ground and once every major bug is ironed (hopefully), they will move to the other active titles, mainly CSGO and TF2 to migrate to Source 2. L4D3 will be natively developed on Source 2 and I don't think they are interested in shifting older titles such as CSS, HL2 or DODS


    But the new features are indeed exciting and offer the perspective of a more streamlined workflow as opposed to current Hammer.


    Quote from RaVaGe

    I want to know more about the optimisation system though ...


    Interesting and legit question.


    If the new system adopted (vmap) is a complete departure from the bsp principles, then we will have to learn new optimization techniques and tricks (unless visleaves and "visibility from a region" approach are still the norm)


    Can any mapcorean who tried the new editor/maps chime in?

  • ESToomere
    • August 7, 2014 at 11:21 PM
    • #236
    Quote from will2k

    ... and I don't think they are interested in shifting older titles such as CSS, HL2 or DODS


    This actually raises an interesting question. Could updating DoDS to a newer engine and adding gameplay modes, that (even though present in DoDS servers and CSGO) CSGO now has officially added to CS, breathe new life into the DoDS community?

  • El_Exodus
    • August 7, 2014 at 11:28 PM
    • #237

    Player Spawns are already implemented


    [Blocked Image: http://abload.de/img/playerspawn_source2woihs.png]

  • General Vivi
    • August 8, 2014 at 12:39 AM
    • #238

    scaling props is fun

  • El_Exodus
    • August 8, 2014 at 1:24 AM
    • #239
    Quote from generalvivi

    scaling props is fun

    This is a thing i totally miss in the "old" Hammer..

  • Skjalg
    • August 8, 2014 at 8:13 AM
    • #240

    The scripting stuff is a bit limiting because you dont have 100% control of input (keyboard/mouse/etc) and output (camera). Which means that you cant easily map mouse movement to camera movement.

    Which means you cant really create a new game with this, like an fps, with new controller schemes. Just maps for Dota 2.


    But those maps can still be interesting

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