1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

Model viewer and Hammer problems

  • TeddyBear
  • August 12, 2006 at 1:18 AM
  • Dodger
    • August 17, 2006 at 6:05 PM
    • #21

    Valve allways do something weird

  • Polaris
    • August 17, 2006 at 6:07 PM
    • #22

    I think there are like 3 people working on this at Valve. Though if you think about it, thats actually alot since other studios have even fewer than that working on their tools (i.e. 0)

  • hessi
    • August 17, 2006 at 9:10 PM
    • #23

    yap. i can fully understand that. many game developers create their games on so crappy SDKs that they dont want to release any of the tools because you would have to workaround all features.

    i think valve is doing a good job overall. i can understand that it would be cool if everything would work correctly, but 1. they dont profit from modding community that much (noone of us will buy another license of hl2 to use the sdk) 2. it is still a overall working sdk you get for free.

    well, maybe some of you should work with non source engine games and check out their exporters. i remember flipped UVs or corrupted files from gamebryo (used in gothic 3 and oblivion and a bunch of other games).

  • Cipher
    • August 17, 2006 at 9:21 PM
    • #24

    This new guy they hired seems to have overlooked the fact that he could release the update as a beta. If it had been a beta we would be facing alot less issues. Hopefully he won't make the same mistake again. Though the the fact that they actually hired a guy to work on public tools is pretty remarkable, I don't think very many studios do this.

  • Bic-B@ll
    • August 17, 2006 at 9:24 PM
    • #25
    Quote from hessi

    they dont profit from modding community that much (noone of us will buy another license of hl2 to use the sdk)

    without the modding community hl1 would have been dead in maybe 2 years, counter strike and day of defeat would not exist, valve wouldn't have a name anywhere near they would now and hl2 probably wouldn't exist in its current form. half life is 90% the modding. they owe it to themselves to make a quality sdk.

  • Cipher
    • August 17, 2006 at 9:30 PM
    • #26

    Yes, I believe they also sort of planned to create a large modding community even before HL1 hit the shelves. Many of their moves points to that. They far surpased other guys like id in support.

    Though tbh 2 years is a very long life span for a game with or without modding.

  • hessi
    • August 17, 2006 at 9:34 PM
    • #27

    bicball: you should say: without CS. this is one mod. maybe you can add DOD but dod wasnt a that big success of modding as CS was.

    and if you would read my message again it says "that much" which is not equal to: "nothing"

    they have to think about: is it worth the money to pay someone with like 4000$ maybe a month to work on the dev tools for modding community. when will we get these 4000$ back? CS:S is played. DOD:S is played too. Which games or mods of the community gave this investment a sense?

    you always have to think of those guys filling your favourite server. its them who bring the money. not us few 100 artists.

  • Cipher
    • August 17, 2006 at 9:47 PM
    • #28

    I think bicball is correct if you consider only the HL1 modding scene in its prime. Hl2 modding just isn't the same. I don't think they are going to benefit anywhere near as much from HL2 modding. Still it's remarkable they show even this level of support, especially with Unreal2007 and whatnot on the horizon.

  • Zacker
    • August 18, 2006 at 11:40 AM
    • #29
    Quote from Cipher

    This new guy they hired seems to have overlooked the fact that he could release the update as a beta. If it had been a beta we would be facing alot less issues. Hopefully he won't make the same mistake again. Though the the fact that they actually hired a guy to work on public tools is pretty remarkable, I don't think very many studios do this.

    From Mike Duran:

    Quote

    The reason that we are being so careful is that we learned it is not practical to do a beta of the new SDK while leaving the old SDK available. So this new release will not be a beta - it will replace the current version.

  • Defrag
    • August 18, 2006 at 12:08 PM
    • #30
    Quote from hessi

    bicball: you should say: without CS. this is one mod. maybe you can add DOD but dod wasnt a that big success of modding as CS was.

    Firstly, I agree that CS was one of the main reasons for HL's longevity. I also think it was a huge boon for valve and they honestly made quite a bit of dosh out of it. Want to play CS? You've gotta either buy CS retail or HL. They were still selling the game five years later and it was almost entirely down to the modding side of things. If that's not a reason for a company like valve to pay someone to concentrate on the SDK, I don't know what is.

    As for HL2: gmod is HL2's big success, and I don't doubt it will sell by the truckload once it's on steam and re-written from the ground up. Valve will be taking something like a 50% share of the profits I think, so that's good business. What I also think is that valve really underestimated the support the community requires when it comes to modding these days. It's getting rather complicated and community created documentation just isn't cutting it. Their SDK has been a trainwreck in many areas.. I mean we're currently entering our third week of not having a working linux server. Our programmers had to fix countless bugs in the SDK because fixes were not forthcoming and it took a year to get an SDK code update. I think that says it all.

    Hopefully with the new guy working on it and the new SDK base setup things will be a lot better, though. Huge updates will always run the risk of breaking a lot of stuff due to the mass changes. Valve has definitely done more than most, but it's not all altruistic -- they've got a great business acumen and obviously realised how big a role modding could play. Unfortunately I don't think they've given us enough support for HL2. There's some really, really esoteric stuff in the SDK and little or incomplete documentation in many areas.

  • hessi
    • August 18, 2006 at 12:20 PM
    • #31

    i would agree to an incomplete documentation but the SDK is "working" from the artist side.

    for exmaple hdr sky creation does work but their documentation talks of a tool that wasnt released to automatically cut image regions (some splitting.exe). to get you stuff done anyway you have to manually select each pixel and use the crop function from the menu of hdr shop. its not really a good or optimized workflow, but it works anyhow.

    this is maybe a good example on the tools (for artists). some features work, some are missing or do not work.

    the documentation lacks of details for the material system. for example there is a flag called "vertexcolors" or "vertexalpha" but there is no information on how to export or use these. that really is a pain in the ass.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™