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Sledge (Hammer Alternative) Alpha Build

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Forums > General Discussion

02 May 17, 23:34
By Archie
avatar
My Empire of Dirt
As a solution to micro-leaks, it shouldn't invalidate brushwork at the smallest gridsize. One of my recent maps is full to the brim with micro-leaks and off-grid vertices. No idea how it happened, but fixing it all by hand would take forever.
02 May 17, 23:46
By Penguinboy
avatar
Haha, I died again!
This is one reason why I really want to put scripting support into Sledge. Wouldn't it be great if I could give you a few lines of Python code that you could paste in to do that automatically?
02 May 17, 23:49
By Archie
avatar
My Empire of Dirt
Sign me up
03 May 17, 03:33
By Captain Terror
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when a man loves a woman
The scripting thing sounds amazing. I might actually try to learn python if you do smile - :)

Archie: do you mean you get invalid solids for any brushes made/cloned while at grid 1? If yes, would maybe copy/pasting the whole thing to a new RMF possibly fix?
03 May 17, 03:42
By Archie
avatar
My Empire of Dirt
I don't have any invalid brushes. I have vertices off-grid causing micro-leaks.
03 May 17, 03:58
By JeffMOD
avatar
Call 141.12
Decimal loss is a plague on mappers. unhappy - :(
Hammer 4.x has per-vertex snapping with selected verts in VM mode, would definitely endorse Sledge adding that functionality. It's really a lifesaver when microleaks manage to happen.
03 May 17, 04:52
By Captain Terror
avatar
when a man loves a woman
In Sledge, really?

I would get that with Source SDK all the time--although it didn't cause leaks afaik--, but I never had that problem in Sledge(I don't think?!). It's probably not related, but maybe if you're using the native VMF format, try switching to RMF instead, and see if it still happens.
03 May 17, 09:32
By Archie
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My Empire of Dirt
??
No, we're talking about a solution. The cause isn't particularly important in this instance. Damage is done.
27 Jun 17, 21:13
By awkook
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Member
Hey penguin! Good to see that you're still working on Sledge!

I dont know if you're aware or not, but a bug in the current build is that sprites are rendered mirrored. So all text on a sprite is backwards. Is there a quick fix for this in the options some where? If not, im gonna end up manually mirroring all the sprites and using the mirrored sprites to reverse the mirror that Sledge has
27 Jun 17, 23:13
By Penguinboy
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Haha, I died again!
Thanks, I didn't know that! I'll make sure I fix it for the next version.
27 Jun 17, 23:30
By MistaX88
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Member
I never bothered switching to a new editor. I said, "I'm already used to Hammer, it doesn't matter."

Then I tried making a house like this:


When I finally got to a point where I needed to compile, huge gaps in the roof everywhere! Parts of the roof were distorted. It was a huge mess. All those off grid vertices killed it and since I don't usually make geometry that complicated I never had any major issues like that until now. So it lit the fire under my butt to download Sledge.

After setting up Sledge I recompiled, and it's now much better! Though, unfortunately, since I created the geometry in Hammer 3.5, it didn't fix it entirely, there are still two thin gaps in the ceiling including this one:


But I'll deal with that. Not enough people will play this map to be worth the time rebuilding the entire top of the house, the roof is not touching the void so it won't create leaks, and considering what an unsightly wreck it was before, that seam is nothing (that same seam looked wide enough to chuck a nade through when compiled in Hammer and every other brush seam was just as wide).

So all I can say is, thanks for your work on Sledge. I regret not listening to everyone on here and ditching Hammer sooner (only thing I miss are my 2D scrollbars but auto visgroups and a much improved texture browser more than make up for that).
03 Jul 17, 14:08
By SourceSkyBoxer
avatar
Member
Oh Pengiunboy is working again.... Wow Please use GTKsharp and OpenTK 2.0 and sometimes Xamarin.Mac for Mac OS X and GTKSharp for Linux and Winforms for Windows 10.

Can I help you if I have a lot of ideas... Like built-in HL-Texture-Tools or simple texture editor for paint own texture and built-in model editor. If they have always problem to find external programs like Blender, 3dMax or Mikeshape etc... It is really stupid. That is why I wish built-in model-editor into Sledge Editor / Sharp Hammer Editor. grin - :D
04 Jul 17, 00:31
By Penguinboy
avatar
Haha, I died again!
Sorry, but I have no intention of adding support for non-Windows systems. I just don't have the time or the motivation for it.
04 Jul 17, 01:44
By Jessie
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Ladytype
On the plus side, open-source means that you could add that support yourself! (In theory.)
04 Jul 17, 03:38
By DiscoStu
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Member
Until Windows 10 becomes such a fuckup you're forced to move to Linux? tongue - :P
04 Jul 17, 08:51
By SourceSkyBoxer
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Member
Why not use Mono Runtime because they have to work for Mac OS and Linux. If you don't want support to move to Linux and MacOS than I am working like Sledge Editor into Linux and MacOS, Windows with only GTK/XWT because it is stable. Thanks I have learnd OpenTK 4 ( OpenGL 4.5 with Shader ) more. I will release if i am finish to work my alternative hammer is very close to JackHammer with whole support like mamage with wad, sprite and built-in model edition ( so close Khed ) so like 3D Gamestudio A8. And Half-Life Launch into standalone exe like sharpquake or quake xna for C#. I will implement whole gane dates ( fgd or entity parser like func_door and property like Unity 3D ). Why do i want create C# with Half-Life because I see any coders always stop to develop because C++ makes head sick and who hasn't experience about C++. Example I tried to create dynamic light to client and i try and i have not success and i got headache. That is why I want we use easy C# because C# is simple programming language.
04 Jul 17, 09:31
By Penguinboy
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Haha, I died again!
As I said, no plans to support any other OS so there's no point trying to support Mono. Best of luck with your own project!
04 Jul 17, 16:18
By SourceSkyBoxer
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Member
Thanks you are sure that?

I am glad because I have no problem. If I work hard until And I check if custom hammer works under Linux and Mac via Mono ( latest version ) or Xamarin.

Please check ! OpenGL.Net is better because It has real GLWidget for GTK3 support and It has Net Frameworks 4.6.1 and Mono has same version

I imagine you that - If you travel with airline you forget if airports have strict laptop bannings - No problem 10.1 zoll tablet is not big and you have idea and draw on tablet. That is why OpenGL.net has support Android / iOS of Xamarin.
If are at net cafe or at home than you can connect and upload your completed map to computer. Is it easy?
05 Aug 17, 10:27
By Qwertyus
avatar
Member
If the project is going to be updated, I still want to see BSP support in the editor. I mean, that you can browse a compiled map and do some entity editing, like readjusting parameters of existing entities, deleting or placing new entities on a map (like monsters, weapons etc.). In other words, real-time map viewing and entpatch editing, without changing brushes and such.
05 Aug 17, 13:44
By James Luke
avatar
Member
Hey SSB, why are you always trying to push C# stuff in everything you say? I mean, it's your own opinion it's better, it doesn't actually mean it's better in reality.

It's not like they pay you to promote C#/OpenTK/Unknown project thing. Just add the support yourself if that's what you're trying to achieve, instead of pressuring other people to implement it for you. Windows is good enough for just about anything, use a virtual machine if OSX/Linux is a must.

And your loader thing isn't legal nor would realistically be possible. Or whatever else you're trying to talk about, I can't really keep up with it.

/topic

And honestly, I'm hoping for new versions of Sledge, it's about time I put J.A.C.K to rest. I don't believe a map editor should be payed for. :/
05 Aug 17, 15:43
By SourceSkyBoxer
avatar
Member
@James, my dear James Luke 007, please don't worry me! Because my experience is C# 90 % than C/C++. But I remove experience about Actionscript 3 because Flash will die on year 2020. Bye bye Flash! I am very busy and I take many functions like mkbundle.cs of Github. And it has a lot of parameters. I found example of mkbundle.cs

Like example zhlt, vhlt or umhlt. with parameters or half-life under c#

I have goal of c#
I will tell for example OpenTK 2.0 / 3.0pre
It looks like real hl.exe -w 1200 -h 600 result:

It is written from C# with OpenTK 2.0

I thought Sledge Editor will next version into "PowerHammer" because PowerHammer need to have many features like built-in Gimp- or paint-editor-like features ( Wally bye! Welcome feature from Powerhammer. ) Not finish I will finish twhlpockets-map than I continue my work powerhammer.

I imagine you about good together built-in program than mappers do not need worry - if they don't have to buy expensive Autodesk 3D Max or Adobe PhotoShop CS 2017. PowerHammer has many features you can paint model like Blender, Painter 3D or zBrush. Or you create easy texture with current size tall and width of door or window...

I wish that my PowerHammer is finish than I inform. Thanks! Okay. I will decide my own PowerHammer steam version free. But pluginws, components or perfabs need to pay possible. I am not sure and I supervisor currently..
05 Aug 17, 20:15
By James Luke
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Member
To each their own.

Won't even try.
08 Sep 17, 16:57
By CheOfDoom
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Member
This editor is awesome! But there are still a few things that could make the workflow better.
If I haven't seen it forgive me and please tell me how to solve it:

- Brushes are rainbow like colored, it would be nice if you could turn off that and have everything (except of entities and other special stuff) in grey like in VHE.

- I can't figure out how to move objects in 3d mode. Using the arrow keys for that would be great! (I use only one window and grew up with that habbit from the early days of the worldcraft editor) BTW. the rotating mode in 3d view is a great addition!

- It would be great to have an option to set the camera sensivity manually.

- If you select "Steam Install" under "Game Configuration" there is no support for sven-coop, so at the moment I have to set it up as a non steam modification.

That's everything at the moment I noticed, what could be improved. BTW. great work!
08 Sep 17, 21:24
By Rimrook
avatar
Guru
Python support? I know python. I used to code some crazy graphics stuff for Maya back in college. With some development, I could extend the toolset.
10 Sep 17, 02:45
By DiscoStu
avatar
Member
Quote:
- Brushes are rainbow like colored, it would be nice if you could turn off that and have everything (except of entities and other special stuff) in grey like in VHE.

VHE doesn't have an all-grey render option. If you set it to flat shaded you'll see random colours. You're probably looking at textured mode with all the brushes set to a flat white texture.
10 Sep 17, 13:06
By Rimrook
avatar
Guru
Could there be a 'one-texture mode' that applies a texture of choice to everything nondestructively?
10 Sep 17, 16:51
By MistaX88
avatar
Member
The only time I've seen monochrome colored brushes in VHE is when I loaded up an older map and forgot to add the appropriate WADs back in first so it replaced all the missing textures with white.

I don't know if it was mentioned previously in this topic (it's a long topic to sift through) but clip brushes are not automatically added to a visgroup like the other tool brushes. It's not the biggest deal for me because I am still used to having to manually add anything I needed in a visgroup to a visgroup in VHE but it would definitely be nice to have, especially for clipping railings that use transparent textures in CS.
10 Sep 17, 19:58
By CheOfDoom
avatar
Member
Quote:
VHE doesn't have an all-grey render option.

I thought about the 2D-View, so is there an option in sledge? In Hammer there is one I'm sure!
23 Sep 17, 07:12
By tschumann
avatar
Member
Might have to give this a try (only just noticed it here). Nice work on doing it from scratch too - I got the impression other Hammer clones were based off existing work.
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