Source Development info

Discuss specific custom maps as well as your own work. Seek and share mapping advice.
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Wintermute
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Source Development info

Post by Wintermute »

Anyone who's interested can get an early look at what's available here:
http://www.valve-erc.com/srcsdk/

I don't think Hammer 4.0 is actually available yet, although may be released to co-incide with HL2.

F.A.O. The guys who were interested in the Source 3D Skybox effect:
The above site contains an article about how the effect is achieved; and how you will be able to create your own in the new release of Hammer.

Looks awesome - can't wait to get my hands on it.

(thanks to Subdude for the link)
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Post by DE-G@vnor »

s'out now on steam - too complicated for my simple mind though
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Post by EagleEye »

if the SDK has been relased it won't be long before we get the new verson of admin mod etc etc :)
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Post by subdude2k »

EagleEye wrote:if the SDK has been relased it won't be long before we get the new verson of admin mod etc etc :)
Good point. I suspect we'll have to wait until the full SDK is released after
HL2, but imagine what you, theoretically, will be able to do with
AdminMod/AMXMod on Source? This could be interesting.
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Post by EagleEye »

aye from bits n bobs i have read it will be a whole lot diffrent to the conventional AM and plugins we are use to seeing :)
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Re: Source Development info

Post by sm »

Wintermute wrote: F.A.O. The guys who were interested in the Source 3D Skybox effect:
The above site contains an article about how the effect is achieved; and how you will be able to create your own in the new release of Hammer.
:clap: :clap: Thanks.

I'm a little disappointed though as I thought it was going to be a little more complicated (e.g 3D Textures or Imposters) however it should be a piece of cake implementing. :watch:
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Post by Bullet »

you could've just found out how it worked in game...just use free look to move out of the map, theres a huuuuuuuge gap on dust, and then some actual landscape miles away :)

couldn'tve done it on normal CS as after a certain distance it would all jst go black ;)
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Post by sm »

Bullet wrote:you could've just found out how it worked in game...just use free look to move out of the map, theres a huuuuuuuge gap on dust, and then some actual landscape miles away :)

couldn'tve done it on normal CS as after a certain distance it would all jst go black ;)
I don't have a copy, also without being able to fly into the skybox how would you be able to tell. :shrug:
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Post by Bullet »

sm wrote:
Bullet wrote:you could've just found out how it worked in game...just use free look to move out of the map, theres a huuuuuuuge gap on dust, and then some actual landscape miles away :)

couldn'tve done it on normal CS as after a certain distance it would all jst go black ;)
I don't have a copy, also without being able to fly into the skybox how would you be able to tell. :shrug:
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Post by sm »

Bullet wrote: i wasn't to know you didn't own it, now i see your need for this. please accept this smiley as consolation :)


erm...i aint used the word so long i hope thats the right one /goes crazy
Thank you that will do nicely. :D
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Post by Bullet »

sm wrote:
Bullet wrote: i wasn't to know you didn't own it, now i see your need for this. please accept this smiley as consolation :)


erm...i aint used the word so long i hope thats the right one /goes crazy
Thank you that will do nicely. :D
Always a pleasure. ;) :D
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Post by 1000 Badgers »

Chaps, in reality how difficult is it putting things together like single player mods/CS maps? I pick stuff up pretty quick and would really like to start doing some of this coz I have plenty of nifty ideas.
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Post by MrsWintermute »

Sput, Winter, Alex and J have all done maps of varying complexity, so its probably best to talk to one of them.

I know Wint's almost finished a 1.6 map, but I don't know if it will ever be finished now with the conversion to Source. Shame really because appeared to be a cracking map.
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Post by -=Alex=- »

how do i make tomato source maps?? i'll start on one and you lot can let me know what it plays like
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Post by jamie »

Well I dont know what it will play like, but I bet it tastes real good.
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Post by -=Alex=- »

so what do i need for the next generation of mapping?? any new world builders out yet? or do i need source to get the benefits of this stuff?
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Post by Wintermute »

-=Alex=- wrote:so what do i need for the next generation of mapping?? any new world builders out yet? or do i need source to get the benefits of this stuff?
I think that the new development gizmos will be released to co-incide with HL2 (so soon !).
The tools could possibly even come packaged with the HL2 release
(I saw this somewhere but can't find where I read it now so it could be nonsense).

The short answer is that I don't think you can get everything you need to make Source maps yet, but you will be able to soon.
Whilst you may not need to actually get Source to build a map, I would imagine it's pretty much compulsory otherwise you'd be unable to test anything you make - and it's not backward compatible.



...and if anyone's interested in building maps then the short answer is that it's very easy to make simple maps (fy_iceworld,etc), but quite a lot of effort to make larger, more complex maps.
...and if you get into custom textures/models then it gets worse (you'll have to ask Sput about that as I know very little about this).

tbh, I'd leave it until the Source stuff is available and start then.
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Post by Thaedius »

AS far as I know the sdk for source only appears in your games list if you preload hl2. Read into this as much as you like ;)
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Post by Wintermute »

Hmmm, I dont have it in my available games list, and I've preloaded HL2 :?
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Post by Thaedius »

Dunno then. There is a new section on the play games list, tools, at the bottom. There is source dedicated server, source sdk and dedicated server (for the other hl1 based games).

It's there for me and aparrently not for jimmeh reading here.
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