Created 11 years ago2013-07-27 02:24:39 UTC by Penguinboy
@Alberto: Likewise — that's what inspired me to create the tool...It's a very good idea, and could be a very useful tool for less experienced mappers.
I was just trying to add an ambient generic into my map...You mean that you have to copy and paste the WAV path manually? If so, this isn't a big deal imho. But yeah, it could be more user friendly, of course.
coff An opinion by PB is appreciated coffI've been coordinating with PB to create it. Seems he's been busy in the past few days, though.
If you can make the gizmo snap to a vertex or edge, you got yourself a dedicated Sledge user.YES!!!
basic skybox rendering makes sense IN A LEVEL EDITOR.It sorta makes Hammer look like the UDK stuff. I think its good to also look impressive since it could be amongst the first of the new features people will notice. Say Yay for now and let's move on to something else if anyone has any ideas.
Just to clarify, the skybox will render instead of the void, but sky brushes will still appear like normal?Well, we can still use VisGroups for this (hide the sky brushes). The purpose to have the skybox rendered In-Editor is just to have a skybox preview before compiling the BSP.
It'd be nice to be able to setup the sun-lighting without having to guess a bunch of times and hope it matches the sun in the sky box.Completely agree.
Detail textures? That's outside my knowledge. I'm obsolete now.Really? It's nothing to be scared of. Just a bunch of 128x128 (or else) greyscale TGAs inside the "gfx/detail" folder that acts as an additional overlayed texture over the main one. You can set it on a custom txt file inside the "maps" folder, it must to have the same map's name with "_detail" added. And this is how you structure that file:
Just to clarify, the skybox will render instead of the void, but sky brushes will still appear like normal? Seems a bit useless, but hey, I'll see if I can do it and you guys can try it and let me know what you think.Rendering the skybox on the void alone is pretty useless. I was actually thinking that the void would remain the void and the sky brushes (the "sky" texture being some sort of special case for the renderer) would be entirely skipped and replaced by the actual skybox. Maybe with their visible edges in wireframe or something.