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Posted

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.

Posted

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? :D

Posted (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 :D

 

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 by will2k
Posted

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 :D

 

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~

Posted

 

 

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 :)

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