New Valve SDK out

Soldato
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The Source SDK has been updated with content and tools to create maps, models, and textures for Half-Life 2: Episode Two, Portal, and Team Fortress 2. In addition to support for games in The Orange Box, the Source SDK can continue to be used to create content for other top-selling Source engine-based games, such as Half-Life 2: Episode One and Counter-Strike: Source.

Included in the Source SDK are:

The Hammer World Editor, which provides the capability of creating custom levels for Source engine games

Valve’s custom Faceposer tool that allows users to produce choreographed sequences in the Source engine

A model viewer that allows artists to preview models and their animations quickly and easily

Source code that allows mod makers to create their own game based on Half-Life 2 or Half-Life 2:Deathmatch

All of the tools required to make build custom textures and models for Source engine games

Future Source SDK updates will provide new development tools, as well as source code for creating single and multi-player mods that utilize the latest Source engine features.


I might try making something in portal (as the textures and maps in general are pretty basic!)
I hate to think how much detail goes into something with TF2 though, esp if you stand around and look at something like dustbowl for example.
 
Seen some people on the valve forum complaining about it breaking some stuff.. not sure.. haven't really mapped in ages though apart from a recent attempt at tf2.

Anyway - there seems to be a new lighting preview / raytraced lighting preview view in hammer, which is interesting. I tried it with some ambient lighting last night and the preview window looked rather weird - very harsh cutoff between lit areas and unlit areas, although that may be my fault for setting the ambient brightness too low - would have tried playing with it but I added a light, went on to lighting preview and it crashed. woo. Couldn't really be bothered to start it up again :p. Will be good if the lighting preview really works though as that was always the worst part of mapping - waiting for it to compile so you could see the lighting.

As I say I've been having a recent go at mapping again and I think I've got an allright design for a map (or rather the middle of a map). The main problem is that it's symmetrical, which means you have to either do everything twice or copy and paste one side to the other. Somehow things seem much more complicated when you have to make both sides almost the same.
 
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ooooo nice, cant wait to see some portal mods, nice addition to the SDK base!

Valve are doing some great work atm fair play, lets hope they dont run out of.... steam (that joke wasnt intended when i started typing that sentence i swear)
 
I always had a problem with the previous not working and crashing on loading them up, mainly down to it's staunch refusal to work at my 720p resolution, I hope that's fixed. :)
 
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