someone own this already?!!!
PC Gears of War Map Editor Revealed
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Quote from Psycho
Goddamn, UnrealED looks a lot easier to use then Hammer.
I use it at work and it´s great - extremely comfortable to work in.
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Cooking makes a load of pre-baked data so the engine doesn't need to work it out itself?
I hope the next version of hammer introduces more cookery based terms to keep it up to date. Displacement map altering should be kneeding or something. I don't know. I haven't thought this through.
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Cooking's the core of effective streaming. Loading stuff is ass-slow when you're seeking for every file through a crazy directory structure, loading each one individually, and loading assets in packages that aren't necessarily used in the map.
Cooking the map packages the map and its assets into one easy-to-find and quick to load package that can be brute-force loaded and unloaded at run-time. This actually dramatically increases file size and often results in duplicate assets between map packages, but is considerably faster and more efficient, particularly in console environments.
This is my I-just-woke-up morning level designer explanation of it, at least.
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I did notice even in WoW, instead of throwing skins together on NPC's and storing some file paths, they pre-bake the skin of every single NPC in the game and throw them in one big directory - so yeah, it must have a giant impact on streaming.
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Quote from Psycho
Goddamn, UnrealED looks a lot easier to use then Hammer.
I've found it to horrible, its incredibly buggy and even decides to change your gamma settings on your desktop, at least the last version did. Also I hate the red builder brush thingy, and the way that things sometimes come off the grid.
I do like the lighting preview though.
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Quote from ^Slick
I've found it to horrible, its incredibly buggy and even decides to change your gamma settings on your desktop, at least the last version did. Also I hate the red builder brush thingy, and the way that things sometimes come off the grid.
I do like the lighting preview though.
1.) Unrealed.exe -nogamma
2.) buggy as in Unreal2 Unrealed? Then yes ofc, but UT2004's Unrealed is quite stable unless you link shaders to itself, move subtracted verteces on (subtraced) verteces, cut sheets, ... No sane person would need that though (jk
)3.) You can shift-right click (iirc) a off grid vertex to get in on the grid again...
4.) There is no lighting preview, its the final lighting.
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Quote from KungFuSquirrel
Cooking's the core of effective streaming. Loading stuff is ass-slow when you're seeking for every file through a crazy directory structure, loading each one individually, and loading assets in packages that aren't necessarily used in the map.Cooking the map packages the map and its assets into one easy-to-find and quick to load package that can be brute-force loaded and unloaded at run-time. This actually dramatically increases file size and often results in duplicate assets between map packages, but is considerably faster and more efficient, particularly in console environments.
This is my I-just-woke-up morning level designer explanation of it, at least.
andy you're right so textures models and other shit should be in different packages...
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Quote from aevirex
1.) Unrealed.exe -nogamma
Thanks for that, why does it do that anyway?
Quote from aevirex2.) buggy as in Unreal2 Unrealed? Then yes ofc, but UT2004's Unrealed is quite stable unless you link shaders to itself, move subtracted verteces on (subtraced) verteces, cut sheets, ... No sane person would need that though (jk
)It was buggy for me, both at home and at college (I put off using it till I had to, hammer (and now sandbox) all the way tbh). I just didn't feel, right, I can't explain or remember as it was a while ago.
Quote from aevirex3.) You can shift-right click (iirc) a off grid vertex to get in on the grid again...)
Thanks again
, I tried turning off snap to grid and lining them up as close as possible (some sort of invisible grid appears so I might as well line up the invisible grid to the visible)Quote from aevirex4.) There is no lighting preview, its the final lighting.
Same thing

I will move over to UnrealEd soon, with the release of UT3 and a better computer as long as it isn't as balls as it was for me before.
Back on topic:
erm yeah, totally awesome cool!
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With that said, Hammer 5 (if the current one is still 4) should give us lighting preview. Seen it before, and it's a giant step for Source mankind.
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Quote from Furyo
With that said, Hammer 5 (if the current one is still 4) should give us lighting preview. Seen it before, and it's a giant step for Source mankind.
Any idea when the SourceSDK update is coming? I'm sure alot of people are eager to get started on TF2 maps without having to hack in support for it.
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It was supposed be to be out at the end of October. Come on, they said they are "preparing" it for release. It has to be out this week...surely.
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Ima try and make a map for gears. we shall seeeeee
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on the subject of gears, does anyone know how it will play on an EVGA 7600GT?
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Quote from Furyo
With that said, Hammer 5 (if the current one is still 4) should give us lighting preview. Seen it before, and it's a giant step for Source mankind.
If this is true, then I'll become more active in the Source modding scene since this will be awesome to have. I loved it when working in UnrealEd and D3Radiant, Source seriously needs it - I could finally get the perfect lighting without having to compile every 10 seconds.

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Quote from Quakis
If this is true, then I'll become more active in the Source modding scene since this will be awesome to have. I loved it when working in UnrealEd and D3Radiant, Source seriously needs it - I could finally get the perfect lighting without having to compile every 10 seconds.

yeah that's rgiht
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eh eh, it looks like everyone's gonna buy a 8800gt!

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I wish it was up on the system requirements lab page... I didn't see it. I should be mostly fine, just maybe the gig of ram, and 2.4 gig processor could use a boost.
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