New Hammer... New Fgd
Mendasp
I touch maps in inappropriate placesValencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
<div class="IPBDescription">wip</div> NOTE: You'll need <a href='http://collective.valve-erc.com/index.php?doc=1050662008-07225900' target='_blank'>Hammer 3.5</a> if you want to get it working.
Since I didn't want to have two fgds loaded and not having the specific NS entities using this new feature, I've updated the NS fgd to support it...
Features:
- You can see the Hive model and set animations (the animations are just to see it in the editor, not ingame)
- You can see CC
- You can see cyclers / cycler_sprite (etc)
- You can see monster_furniture (and other monsters)
Since I didn't want to have two fgds loaded and not having the specific NS entities using this new feature, I've updated the NS fgd to support it...
Features:
- You can see the Hive model and set animations (the animations are just to see it in the editor, not ingame)
- You can see CC
- You can see cyclers / cycler_sprite (etc)
- You can see monster_furniture (and other monsters)
Comments
- zhlt lightflags (brushes casting correct shaddows)
- zhlt switchable texture lights
- <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=21248&st=105' target='_blank'>XP-cageys specific brush flags</a> "zhlt noclip" "zhlt invisible"(making ANY brush illusionary per flag, manual clipping hull generation)
- fixed the hoax error "entity ... has unused keyvalues"
good luck.
I MUST see my models in hammer!!!
When the full version is out i will DEFINITELY be using this!
I cant see the command chair and hivers would be nicer in their spawned idling animation than in "getting build".
Its just a different exe file refering to the same configs. So you can rename the new one, copy and make 2 links using 2 different versions (usefull for the pointfile feature).
Would be nice having transparent brushes transparent in the 3d window plus seeing sprites correctly plus seeing marines in the info_team_start and info_player_start.
I cant see the command chair and hivers would be nicer in their spawned idling animation than in "getting build".
Would be nice having transparent brushes transparent in the 3d window plus seeing marines in the info_team_start and info_player_start. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
Oops, just realized I forgot the command chair...
And it looks like I can't change the "standard" animation played, but if you look at the propierties you'll realize that the "built" hive one is selected (check its propierties and close the window and it'll display the correct one)
And, your last suggestion is something I've thought too <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
but hah, I didn't forget the CC in <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=4&t=29660' target='_blank'>my FGD</a>! Ho ho! ^_^
This will help map proportions soo much.
"Wake up HA, theres an onos near you."
But RAD makes the atmosphere and RAD takes time.
There shouldn't be 82,000 differing versions of the 1.1 fgd floating around as there are now with the 1.0 versions. I have every intention of NS 1.1 shipping with a definitive fgd.
There shouldn't be 82,000 differing versions of the 1.1 fgd floating around as there are now with the 1.0 versions. I have every intention of NS 1.1 shipping with a definitive fgd. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
NS 1.1 is still a little ways out though. Is there any way you could possibly release it ahead of time, before NS 1.1? Or, will it have features that only function for NS v1.1?
There shouldn't be 82,000 differing versions of the 1.1 fgd floating around as there are now with the 1.0 versions. I have every intention of NS 1.1 shipping with a definitive fgd. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
NS 1.1 is still a little ways out though. Is there any way you could possibly release it ahead of time, before NS 1.1? Or, will it have features that only function for NS v1.1? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Use one of the 82,000 ones floating around now until then. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> Version control at this stage is impossible and there's already apparently 2 with the new features. Again, this will hopefully not be a problem after 1.1. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> I did talk to Flay, however, and he seems open to the idea of making the 1.1 fgd available prior to the full 1.1 release, so you'll still have a little time to get used to it.
Also, the Hammer updates are still in beta, just public at this stage - there are more changes coming, some of which may or may not have been publicly announced yet. Any changes that affect the fgd that take place after this stage will be implemented in the 1.1 fgd. I'm also in contact with Flay to make sure everything that needs to be there is there and everything that doesn't need to be there isn't. I've been browsing the requested changes as well, and any changes that are 1) reasonable and 2) possible with solely the fgd will be made. This includes updated tool support (MHLT 1.7 and Cagey's recent revisions).
I would have had time to get a 1.0 fgd out and ready, but damned Chris had to release the Hammer beta almost a week earlier than he originally said he would. Rawr.
I prefer that, I don't really like to deal with fgds <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->
If you mean info_team_start then... no.
Any major changes except for the displaying-player-part?
/me donces
Uh, just a question...
Is a new FGD available now?
Uh, just a question...
Is a new FGD available now? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
Yeah, you can use my fgd, it's on this thread, first post.
That only happens if you are looking a Hive that you had previously, if you do a new one, it'll appear with the built one (idle3)
(for those of you who don't know, info_texlights replaces the need for a lights.rad file if you are using merl's latest zhlt custom build, you have to turn smart edit off and enter texture names and values manually though, no fgd should or could contain a reference to every single usuable texture)
Amen.
Now if only they could implement pointfile <i>generation</i> as well...
1.- Make sure you have setup in your Game Configurations settings the "Mod directory"
2.- You're not close enough, you can make the range wider in the 3D Views in Tools --> Options