New Hammer... New Fgd

MendaspMendasp 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
edited May 2003 in Mapping Forum
<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)
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Comments

  • ChromeAngelChromeAngel Join Date: 2002-01-24 Member: 14Members, NS1 Playtester, Contributor
    Point file viewing in the 3D view *bliss*
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    make sure this fgd includes:
    - 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!!!
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    I'm doing it with the ZHLT lightflags and switchable texture lighting one... :\
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    edited April 2003
    Ok, it's done, but since I'm no fgd guru I'm sure there are bugs everywhere...
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    I would love to use this. However the version is just too bugged for me <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
    When the full version is out i will DEFINITELY be using this!
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited April 2003
    nicely done.
    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.
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    edited April 2003
    <!--QuoteBegin--Ollj+Apr 18 2003, 05:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Apr 18 2003, 05:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> nicely done.

    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-->
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    damn you mendasp for beating me to the punch!

    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! ^_^
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    edited April 2003
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    No longer need to wonder if that path size would make the onos look ugly.
    This will help map proportions soo much.
    "Wake up HA, theres an onos near you."
  • The_Real_QuasarThe_Real_Quasar Has the I.Q. of 12,000 P.E. Teachers Join Date: 2002-11-26 Member: 9998Members
    Is there a way you could apply rendermodes? I want to know how my grate is gonna turn out before i spend a day compiling and find out i used the wrong one <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    you could make models of the grates using the same texture just for looking trough it.
    But RAD makes the atmosphere and RAD takes time.
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    edited April 2003
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    edited April 2003
    I was in on the pre-public release of this version and I'm already working on implementing the changes into the 1.1 fgd (and have been for the last couple days, including changes to the Hammer beta and some other tweaks to the fgd itself).

    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.
  • HoundDawgHoundDawg Join Date: 2002-11-01 Member: 3362Members
    <!--QuoteBegin--KungFuSquirrel+Apr 18 2003, 11:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Apr 18 2003, 11:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I was in on the pre-public release of this version and I'm already working on implementing the changes into the 1.1 fgd (and have been for the last couple days, including changes to the Hammer beta and some other tweaks to the fgd itself).

    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?
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    <!--QuoteBegin--HoundDawg+Apr 18 2003, 06:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (HoundDawg @ Apr 18 2003, 06:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--KungFuSquirrel+Apr 18 2003, 11:39 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Apr 18 2003, 11:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I was in on the pre-public release of this version and I'm already working on implementing the changes into the 1.1 fgd (and have been for the last couple days, including changes to the Hammer beta and some other tweaks to the fgd itself).

    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.
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    Nice, so we'll have enough with the one shipped in NS 1.1 <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->

    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-->
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    Could you make it so it displays the player model on the player start entitys?
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    <!--QuoteBegin--RPGreg2600+Apr 19 2003, 12:16 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (RPGreg2600 @ Apr 19 2003, 12:16 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Could you make it so it displays the player model on the player start entitys? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    If you mean info_team_start then... no.
  • RPGreg2600RPGreg2600 Join Date: 2003-03-16 Member: 14578Members
    Why not? I read that the DoD ones do that.... I haven't checked it yet though, but it must be true.
  • KungFuSquirrelKungFuSquirrel Basher of Muttons Join Date: 2002-01-26 Member: 103Members, NS1 Playtester, Contributor
    What I plan to <i>try</i> is have info_player_starts display a standard marine model, then have a drop-down box on the team starts to select the model to display - skulk, gorge, lerk, fade, onos, marine, heavy marine, and maybe gestation. You'll have to be really careful with the aliens to keep the placement correct (with the changing sizes and things), but this should be a very useful scale reference if it works as advertised. I still haven't tried this, but I've been told how it would work from the private Hammer beta a couple days ago.
  • PapercutPapercut Join Date: 2003-01-23 Member: 12656Members
    I cant wait to test this new hammer out, seems to be really good.

    Any major changes except for the displaying-player-part?
  • BreadManBreadMan Join Date: 2002-12-15 Member: 10854Members, Retired Developer
    <!--QuoteBegin--KungFuSquirrel+Apr 18 2003, 11:53 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (KungFuSquirrel @ Apr 18 2003, 11:53 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 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. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    /me donces
  • lumoteklumotek Join Date: 2003-02-08 Member: 13286Members
    New Hammer **drools**

    Uh, just a question...

    Is a new FGD available now?
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    <!--QuoteBegin--lumotek+Apr 19 2003, 10:24 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (lumotek @ Apr 19 2003, 10:24 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> New Hammer **drools**

    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.
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    <!--QuoteBegin--Ollj+Apr 18 2003, 05:10 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ollj @ Apr 18 2003, 05:10 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> hivers would be nicer in their spawned idling animation than in "getting build". <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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)
  • RokiyoRokiyo A.K.A. .::FeX::. Revenge Join Date: 2002-10-10 Member: 1471Members, Constellation
    Hey when you say you are going to have a definitive fgd, does that mean you'll have an info_texlights in there? Every fgd I've found so far requires me to add it to the bottom :/

    (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)
  • venomusvenomus Join Date: 2002-11-16 Member: 8951Members
    <i>Point file viewing in the 3D view *bliss*</i>

    Amen.

    Now if only they could implement pointfile <i>generation</i> as well...
  • NazulNazul Join Date: 2002-11-17 Member: 9052Members
    why do I keep seeing my green-block hive and not the model ?
  • MendaspMendasp I touch maps in inappropriate places Valencia, 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
    <!--QuoteBegin--Nazul+Apr 19 2003, 07:34 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Nazul @ Apr 19 2003, 07:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> why do I keep seeing my green-block hive and not the model ? <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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
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