new mapping software? Created 11 years ago2012-05-23 17:36:41 UTC by camplo camplo

Created 11 years ago2012-05-23 17:36:41 UTC by camplo camplo

Posted 11 years ago2012-05-23 17:36:41 UTC Post #306429
Not too long ago I went on a rant about vhe and level editing software and couple of yous guys mentioned some software that was supposed to be finished some time soon. What was that noise about and why hasn't it gotten released yet..
Posted 11 years ago2012-05-23 18:15:12 UTC Post #306430
hmm i think they were talking about portal 2 in game map editor and u can download it ^^
User posted image
Posted 11 years ago2012-05-23 18:57:05 UTC Post #306432
And do what? Save to map or rmf?

hmmm this sounds like something strictly for source. If not, watch out world of in game editing, here I come.
Posted 11 years ago2012-05-23 20:32:21 UTC Post #306434
There is a Russian Hammer Editor alternative, and it has some pretty nice functions, but its fully on Russian, hard to understand.

And Portal 2 editor is probably Source only.
Stojke StojkeUnreal
Posted 11 years ago2012-05-23 20:34:41 UTC Post #306435
I found the post I was talking about.
http://twhl.info/forums.php?thread=17909

"Ask Penguinboy, he had screenshots of a certain program that never saw the light of day..."

"Ya PB should be finishing Thor any day now, just hold out for a bit, and Potatis_Invalido is also working on an editor. =)"

and Penguinboy says "Don't get your hopes up "

fail =(

I was thinking I could do some brushing in the portal ingame editor save the map or vmf and convert it to rmf if i could not save it as map. ingame iditor might work for me, I like the wysiwyg (what you see is what you get) of ingame editors so, I guess I'll check it out.
Posted 11 years ago2012-05-23 20:47:19 UTC Post #306436
the point of the portal 2 puzzle editor is to make portal's complicated entity setups incredibly easy, while at the same time making it easier to share your puzzles.

it is not something to use as an alternative to hammer. your geometry is limited to 128 x 128 cubes.
Archie ArchieGoodbye Moonmen
Posted 11 years ago2012-05-23 20:51:44 UTC Post #306437
Am I the only one who also immediately thought of PB's program being referenced?
Crollo CrolloTrollo
Posted 11 years ago2012-05-24 07:54:20 UTC Post #306450
QuArK anyone ?
rufee rufeeSledge fanboy
Posted 11 years ago2012-05-24 08:36:40 UTC Post #306451
I couldn't get my self to explore Quark more, it bored me quickly.
There is also an 3D like map maker, but still as not as sophisticated as Hammer.

What we need is an updated Hammer with more formulas for objects, such as Arcs, Cylinders, Spikes. Also better grouping.
Stojke StojkeUnreal
Posted 11 years ago2012-05-24 10:15:49 UTC Post #306453
Depending on how fast the portal in game editor is for brushing. I could do a rough, or a general layout. Especially with the ability to play and build at the same time seems like that would be interesting. Then I could load the vmf into Microbrush2, merge the mergables, then convert it so I can open it in hammer and texture it add detail, etc etc. Sounds like somewhat of a hassle but the ability to immediately reference and test ingame play characteristics intrigues me.
Posted 11 years ago2012-05-24 10:55:05 UTC Post #306454
You still have to compile, and depending on how big the chamber is it takes long so you don't really win on compile time.
rufee rufeeSledge fanboy
Posted 11 years ago2012-05-24 14:37:59 UTC Post #306455
We're accustomed to compiling, but better construction tools would be fantastic. Better snaps like to edge, vertex, midpoint, face, etc. besides just the grid. The ability to select two faces and extrude a brush that connects them together. Almost more like modeling tools but for level design.
Rimrook RimrookSince 2003
Posted 11 years ago2012-05-24 16:21:44 UTC Post #306456
To non-modelers those suggestions [Especially the bridge faces tool] might seem unimportant, but by god those would improve workflow and productivity by so much.
Crollo CrolloTrollo
Posted 11 years ago2012-05-24 17:04:31 UTC Post #306457
You can do "that" in microbrush 2 soon to be some day, 3. You can select 2 brushes side by side, grab say the top side that is shared by both brushes and drag them up or down and they both will move in unison but leaving all other planes unaffected. Or you can take a triangle and if you drag it one way the triangle will get bigger or smaller depending on what side you are on and the angles at the vertices will stay the same.
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