Hammer beta
Woohoo! They added 3d model rendering to Worldcraft! Now we can clip models without having to compile over and over again!
i knew there was a sticky missing.. the sticky about the new hammer :D
xerent
04-26-2003, 08:32 AM
Yea... maybe I'll slap another one up there. But seriously, I hate having too many IMPORTANT topics because then they become less important. :)
Quakah
04-26-2003, 08:35 AM
this is err, kinda old you know
xerent
04-26-2003, 08:44 AM
Not at all. The Hammer beta was released last week or so.
Quakah
04-26-2003, 09:06 AM
oh, so i weak passed aint old? lol :) thought i was using this longer then 1 weak :)
haha it's so much fun just putting the c47 model over ground, aligning the jumper with it, and watch him parachute into the ground.
Plato
04-26-2003, 10:11 AM
I hope they don't parachute into the ground :p
-Plato
Thanks for the note mate _b
Oh yeah. They disappear into the ground. It's so much fun :-)
Score, muahahaha.
*evil grin* Now my precious we almost have all we could wishy for dont we's.
I downloaded the update thing for model rendering thinking I wouldn't mind it or notice it that much, but holy crap this makes things so much easier on complex cut-scenes.
:D
[:C:]Zer0
04-26-2003, 09:20 PM
http://collective.valve-erc.com/index.php?go=hammer_beta
download it there
heres some changes
changelog
This is the current changelog. It must be stressed that this is a work in progress, not a final release, so your comments and feedback are quite valuable.
added model rendering in the 3D view
added pointfile viewing to the 3D view
modified Half-Life and DoD FGDs to add model viewing support
improved the texture application tool and advanced compile mode dialog UI
separate pitch, yaw, and roll angle compasses added to entity properties
"animate models" toggle in 3d options
adjustable viewdistance for models in 3d options
selectable animation sequences
customizable 3D view background color
more to come
notes:
The angle compasses in the entity properties still don't work. They have not been hooked up yet. Note, though, that you can rotate models in the 2D views in the same way that you would rotate a brush model. To easily disable the default 15°, hold down Shift while you rotate an object.
There is an issue that occurs when you load a second map in Hammer. As explained by Matt, the textures aren't being re-generated for opengl (glGenTextures), so the models think they have a texture loaded and call glBindTexture, but get nothing, as the textures arent in there. Just something to be aware of, if you run into the problem.
To make model preview work, you must use the Half-Life FGD (or modify your mod FGD as outlined below) and unpack your PAK file's models folder to Half-Life\valve\models (or the applicable mod folder). You can find PAK file utilities in the Half-Life Utilities page. You must also make sure the Mod and Game Directory settings in your Game Configuration settings (accessible throught Tools -> Options) are set correctly.
The new masked-texture model format is supported. The masked areas of these models will be transparent in the editor
Day of Defeat Forum Archive created by
Neil Jedrzejewski.
This in an partial archive of the old Day of Defeat forums orignally hosted by
Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.