Hey, I think this is important for those of us who use this ancient level editor. Valve will add lighting preview feature after EP2, when SDK update comes. This info comes from Interlopers forum, directly from Valve. So they got it working from some time, it seems, but can't release it standalone. Hope the new Hammer brings some other goodies as well.
Hammer: lighting preview after EP2
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Hell yes.
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Great news!

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Just to quote the post;
Quote from BlinkDisplay MoreI was having a little tussle in IRC with Prowl and a few others over whether the whole Hammer 3D Lighting Preview was real or just a sham. I saw a few photos of it apparently running and an old thread from HL2World but obviously you can't trust that place, so I chucked Valve an E-mail:Quote:
Hi Simon-
OK. First you go into one of the 2-D views and make a box with the brush tool. Then...

Good question. The problem with Lighting Preview is that it is not usable in the current state of our 'release' branch. And I can't merge it from our development branch to our release branch without bringing over a bunch of changes that would not coexist well with the other tools (DLL interdependencies and so forth). So the bottom line is that it will be available once we release Ep2, TF2, and Portal.
-Best Regards,
Mike Durand
Valve
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From: Simon [mailto]
Sent: Tuesday, June 12, 2007 4:50 PM
To: Mike Durand
Subject: Just a question - not a help request.
Hi Mike,
I have a question regarding Hammer that I wonder if you could address for me, don’t worry it’s not another “How do I make a room?” e-mail.
I was wondering what the current state of the Hammer Lighting Preview is, or even if it exists currently. I understand it was an option at one time but crashed almost every time, are there plans to make it more stable for normal users to enable or are there complications that stop that happening?
Many thanks for your time
So it looks like Episode 2 and all the other Valve games won't be the only decent thing released. I look forward to it.
Also...
Quote from JakeParlaylighting preview has been working in the latest software versions for a long time now. Spoke with one of the guys doing the Source version of Dark Messiah last fall and he confirmed that they used it in the studio and described it a bit for me.Apparently you line the 3D view up to exactly where you want the preview, press some sort of button, and bang, you have your real lighting preview a hot second later. After you've taken in the view, once you start to move your position in the 3D world again the lighting effect is lost. Still pretty damned cool I must say, you just have to set up the view each time.
I can't fooking wait!
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That sounds great. This + NS2 will produce some insane looking content.
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hmm a virtuel orgasm

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about damn time!
anyway i hope they will make it a real lighting preview instead of those 3d view positioning "shots"
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I doubt that having a move-able camera in a 3D-preview of the Source engine would be possible.
It's RAD which stops something like that being possible.
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This is worth shedding a tear of joy.
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\o/ awesome. this made my day (which was already made, but still)
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This is it!
Great news!






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Somthing extra to look forward too in the Orange Box.
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this sounds nice

anyway. i can work well without the lightingpreview too

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Saw it working at work, but we had to revert to some other tools versions so I no longer have it.
It's not a 3D cam, as there's no way you could compile the map on the fly as you move around it in Hammer. It blocks your 3d View and renders the currently displayed scene. Once you move around, you're back to unlit status.
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Most likely it it radiosity rendering of the current scene, just like most modelling applications. Suits me just fine.
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better then nutin

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the real light maps are never gonna be visible in hammer unless they implement a csg preview first ...and preview really is the wrong word here just DISPLAY the csg result is what i mean.
basically like unreal !
or they could display everything with dynamic tnl light sources which would mean that your entire level can only have 8 light sources
and will run even slower than everything does already -
The 8 light limit is only for the fixed function pipeline -- you can sum up a zillion lights using shaders (though obviously it'll cost you). I'm not really bothered what they do, as long as it's fairly fast to render and gives a good indication of the final result.
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