FMPONE Posted August 7, 2014 Report Posted August 7, 2014 Looked at it some more before I return to CS:GO mapping for the night: the amount of crossover between the new hammer and the old hammer is pretty shocking. They're honestly much, much, much more alike than they are different. I'm pleasantly surprised. Thurnip 1 Quote
El Moroes Posted August 7, 2014 Report Posted August 7, 2014 I will try that ! I have to learn this !!! leplubodeslapin 1 Quote
Sjonsson Posted August 7, 2014 Report Posted August 7, 2014 So many maps, games and mods I want to do! So many engines I want to have an intimate relationship with! What TO DO?!?! GAAH! El_Exodus, tomm and TheOnlyDoubleF 3 Quote
General Vivi Posted August 7, 2014 Report Posted August 7, 2014 I would like to make something quick and dirty next week. If anyone wants to hook up and get something done. Wouldn't mind some kind of mini-game or contained mode. -capture the flag (cheese) TheOnlyDoubleF, Thurnip and Vilham 3 Quote
Sjonsson Posted August 7, 2014 Report Posted August 7, 2014 Did anyone ever play the Mario Party maps for WarCraft 3? It's just a series of mini-games such as "Don't touch the grass and get from A to B as fast as possible" or "Kill as many penguins as you can" et cetera. Just really simple mini-games where the winner is awarded one point for each mini-game won, after 10 mini-games a winner is declared based on the points. I was thinking, since everyone here is a scrub on the dota modding tools, what if everyone makes a mini-game for 10 players FFA and then we compile it into one big chunk of Mapcore awesomeness? Whatcho think? General Vivi 1 Quote
PogoP Posted August 7, 2014 Report Posted August 7, 2014 Looks a lot like the Spark Editor we used on NS2, especially the brush creation stuff. Cool stuff FMPONE 1 Quote
FrieChamp Posted August 7, 2014 Report Posted August 7, 2014 HammerCore TheOnlyDoubleF, leplubodeslapin, General Vivi and 1 other 4 Quote
Sentura Posted August 7, 2014 Author Report Posted August 7, 2014 I'm still looking for the scripting editor... I was hoping for some blueprint esque action. Anyone? Quote
Skjalg Posted August 7, 2014 Report Posted August 7, 2014 (edited) it seems its all scripted in lua with c++ as a static back end.https://developer.valvesoftware.com/wiki/Dota_2_Workshop_Tools/Scripting/ But you also have the events/triggers stuff from source in hammer afaik. Edited August 7, 2014 by Skjalg Quote
Mazy Posted August 7, 2014 Report Posted August 7, 2014 So can this be used for, you know, anything that's not DOTA2? blackdog and Sentura 2 Quote
will2k Posted August 7, 2014 Report Posted August 7, 2014 (edited) 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-workshop-tools-introduce-hammer-2014.245390/ (7th post) EDIT: Meshes and real time lighting are the most exciting changes in my opinion. Edited August 7, 2014 by will2k El_Exodus, Squad, TheOnlyDoubleF and 2 others 5 Quote
FMPONE Posted August 7, 2014 Report Posted August 7, 2014 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-workshop-tools-introduce-hammer-2014.245390/ (7th post) Please become an expert on this editor also, Will~ will2k and Squad 2 Quote
Sentura Posted August 7, 2014 Author Report Posted August 7, 2014 Shift drag duplicates and they have edge extrusion. So far so good. will2k 1 Quote
will2k Posted August 7, 2014 Report Posted August 7, 2014 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 Quote
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