Sledge (Hammer Alternative) Alpha Build Created 10 years ago2013-07-27 02:24:39 UTC by Penguinboy Penguinboy

Created 10 years ago2013-07-27 02:24:39 UTC by Penguinboy Penguinboy

Posted 9 years ago2014-04-18 14:31:46 UTC Post #318773
Super epic! So sweet you've fulfilled some of the oldest feature requests! Congrats keeping up on this PB, well done sir! :o
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-04-18 15:58:20 UTC Post #318778
Sweet!

GameBanana's thread updated!

http://gamebanana.com/threads/192903
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-04-18 20:30:43 UTC Post #318779
the favorites addition to textures is amazing! one suggestion to it i think should be a feature that lets you filter out all your favorited textures so that you dont have to sift through them when categorizing your non-favorited textures, if that makes sense.

Oh and maybe (if possible of course) the ability to alphabetize or freely move the favorites folders up and down on the list. Also perhaps have a 'slide up and down' feature for the actual favorites box, so you can make it as tall or as short you want (not super necessary but hey, you always want people to say "wow he thought of everything!")

Another edit: is it also possible to put in a duplicate texture name...thing? like if you accidentally put a texture with the same name in the same fav folder itll alert you and ask if you want to add the duplicate texture or not. And the ability to rename existing folders would be useful too!

amazing update!

----------UH OH UPDATE----------

So i just spent like 3 hrs setting up the favorites folders and i got this error after closing sledge and re-opening and also when i tried to load any map (new or existing):
User posted image
not sure what it means o.o
Posted 9 years ago2014-04-18 22:30:43 UTC Post #318787
Can you submit the error so I can see the full detail, and also put your Sledge.vdf file (located in "%AppData%/Sledge") onto Pastebin so I can investigate?
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-04-18 23:23:23 UTC Post #318790
oh sure no prob, ill put my name on it as well in the notes.

im not seeing a sledge.vdf, i see a settings .vdf though if thats what you meant

http://pastebin.com/J5Y1YyKE
Posted 9 years ago2014-04-18 23:35:20 UTC Post #318791
Yep that's the one. Looks like the problem is with the texture cache, if you look in the same folder (%appdata%/Sledge), there'll be a subfolder called "TextureCache" - can you upload one of the files from that to pastebin?

After you upload it you can delete the folder and that will stop Sledge from crashing (unfortunately the error will occur next time you start Sledge after that, so you need to keep deleting it).
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-04-18 23:41:41 UTC Post #318792
ahh yeah i saw those. heres one:

http://pastebin.com/RaE2BSXb

and okie doke ill try deleting them and running sledge.

EDIT: alright it works now! thanks for the quick response :)
Posted 9 years ago2014-04-18 23:47:57 UTC Post #318793
Ok, unfortunately it looks like one specific wad file is causing the error -_-
Can you zip the whole TextureCache folder and upload it somewhere please?
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-04-19 00:51:50 UTC Post #318794
wuh oh :o yeah here u go:

http://www.sendspace.com/file/r6kn3v

Oh and maybe im dumb and just missing it but is there a way to NOT have the 2D view "nudge" over when i try to move a selected brush/vertex with the arrow keys? didnt seem to do that before the update
Posted 9 years ago2014-04-19 01:01:27 UTC Post #318795
Do you mean when there's nothing selected and it moves the camera? I was just making it the same as Hammer, but I could make it a setting if you want. If you have something selected and the arrow keys still move the camera then that's a bug, unless you have "arrow keys nudge" disabled in the 2D view settings.

Thanks for uploading the files, I found the problem, it's in your "hq_textures.wad" file. The texture "hq_weird_brick" actually has an invisible "ASCII Unit Separator" character between the "hq" and the "_" in the name. I was using that character as a delimiter in my texture cache so that's what caused the bug. I changed my delimiter and also added some error handling in case it happens again, so it will be fixed in the next version. If you don't need it, removing that WAD should fix the problem in the mean time :)
I love that you use so many WAD files, you find all the WAD-related bugs that I can't find :D
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-04-19 01:08:26 UTC Post #318796
oopsies i guess it got deselected somehow (i swear it was checked before). so nevermind!

and lol yeah i have a bzillion textures o.o glad to be of service!

are any of my other suggestions up there possible, just outta curiosity?
Posted 9 years ago2014-04-19 01:15:47 UTC Post #318797
Yeah, I'll see what improvements I can make to the texture favourites stuff later on :)
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-04-19 02:41:14 UTC Post #318799
well im getting another uh oh :z this one i swear isnt my fault!

ive done it a few times just to be sure but anytime i try to delete an entity (without moving it to world first) sledge freezes and i need to task manager out (no report).

strangeeee

oh and another suggestion, let pressing CTRL + E while you using the brush tool take you to the brush creation box in all 3 2D panels instead of having to find it manually. a minor inconvenience but every lil bit helps!

geez i cant stop thinkin of things! a customizable 'undo limit' would be really helpful too, i think.
Posted 9 years ago2014-04-19 03:35:11 UTC Post #318801
The delete thing is happening for me as well. I have fixed it, I'll do a patch release soon because that's a pretty bad bug :P
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-04-19 03:51:39 UTC Post #318803
Awesome! I have to go and map something already.
Posted 9 years ago2014-04-19 03:53:19 UTC Post #318804
OK: New release to fix the bugs:

Fixed infinite loop when deleting groups/entities
Added detection and forced override for resizing of non power of two textures
Change the WAD cache separator char and add error handling when parsing the texture cache
Optimised icon file sizes
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-04-19 05:30:02 UTC Post #318805
you are a peach lol
Posted 9 years ago2014-04-19 20:47:02 UTC Post #318807
Entity Report window doesn't close by Close button
0.1.0.22
Posted 9 years ago2014-04-20 00:33:59 UTC Post #318814
Ha! Fun fact (by clicking "Check for updates" on Sledge):

"Update failed!"

"An error occured during the update: The underlying connection was closed: Could not enstablish trust relationtip for the SSL/TLS secure channel."

Do this remind you something, PB? :P What a mess. xD Damn SP2 lol.

But anyway, everything is fine with the last fix now! Here's a fresh proof for you:
User posted image
Damn, I love it... I can finally start making something with Sledge. *-* It's almost unbelievable for me. xD

Thank you PB! :D You're TEH best! <3
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-04-20 03:01:03 UTC Post #318815
Success! We finally got it working for you :D
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-04-20 05:18:59 UTC Post #318816
That looks so quake-ish.
Posted 9 years ago2014-04-20 11:01:57 UTC Post #318822
@PB: Yeah! Thank you mate. :3

@SugarMan: Indeed. Not really Quake though, those are the original textures from Unreal Tournament 99! :D I'm making an old style deathmatch arena for HLDM. ;) That specific part of the map is an inspiration of the UT map "Mojo][". :)

P.S.: Bug? By setting "Ctrl+H" hotkey for "Make Hollow", when I hit Ctrl+H it doesn't work. :/ Also, when clicking on the Vertex Manipulation tool, by clicking on the "X" to close the window, it doesn't close (I have to click on another tool so it closes). Not really a big issue though, I just wanted to point that out. :P
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-04-21 05:04:23 UTC Post #318837
Good news for those experiencing the texture stretching issues: I've finally found the bug and have fixed it, so the next release will resolve the issue :)
Big thanks to Alberto and his friend Wheatley (as well as everyone who reported the bug) for helping me diagnose the problem.
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-04-21 08:13:59 UTC Post #318841
(Y) awsome!! youre The best! <3
Posted 9 years ago2014-04-21 11:29:50 UTC Post #318843
User posted image
Someone wanted to use that? x3
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 9 years ago2014-04-21 14:27:29 UTC Post #318847
Glad we've helped mate. :3
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-04-22 00:30:09 UTC Post #318855
Posted 9 years ago2014-04-22 01:20:41 UTC Post #318856
That reminds me, I should update the website, some of the info is out of date now :P
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-04-22 01:38:13 UTC Post #318857
Right now that article looks like a carelessly hasty copypasta.
Posted 9 years ago2014-04-22 03:43:07 UTC Post #318859
@PB: Yeah, you should to it indeed. Now that Valve have finally noticed you. :P

@SugarMan: It is, actually. Haha. xD
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-04-22 05:37:25 UTC Post #318860
You know that the VDC is just a wiki that anybody can edit, right? :P
I doubt anyone from Valve actually uses it.
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-04-22 06:26:59 UTC Post #318862
Its been there for some time. Someone at least took the time to copy everything.
rufee rufeeSledge fanboy
Posted 9 years ago2014-04-22 13:44:50 UTC Post #318869
Oh one thing ive been meaning to post about is the fact that any time i decompile a map, i get an error when loading up the .map (or even .rmf if i open it in Hammer first then save it to rmf format). but only when its pretty much a fresh decompile; if i fix it up then it opens in sledge fine but i have to do all the editing in Hammer.

i will send an error report with my name on it so you can see it for yourself peng, as well as a sample file that you can use to recreate the error if you wish.

http://www.sendspace.com/file/1705nu
Posted 9 years ago2014-04-22 15:37:39 UTC Post #318872
@PB: Oh... I thought it was Valve. Lol. Fail. xD
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-04-26 02:24:49 UTC Post #318908
Huzzah, it's out! :D

Thanks again for helping me out with that stuff PB, you rock! I'm super glad I could contribute. :)
Posted 9 years ago2014-04-26 02:46:36 UTC Post #318909
Time for a new release! This version fixes the long-standing texture corruption bug that some people were noticing. Also, sprites rendering in the 3D view. Changes below:

Major features
  • Render sprites in the 3D view. Fixes #106.
  • Basic .obj format support
  • Render vertices in the 2D views. Fixes #169.
Minor features
  • Implemented the "select" button in the texture browser. Fixes #115.
  • Option to use Sledge as a single instance application (on by default)
  • Windows file associations and jump list support
  • Sprite browser for the object properties dialog
  • Added support for the new SteamPipe downloads and addon folders. Fixes #171.
  • Add support for HD models (can be toggled in the game settings)
  • Change the default format of screenshots depending on what viewport type is active. Fixes #165.
Bug fixes / other
  • Fix texture axes becoming corrupt when copying brushes. Fixes #93, fixes #133.
  • Change bevel to behave like null instead of like aaatrigger
  • Closing the VM tool window switches back to the selection tool
  • Remove duplicate Ctrl+H hotkey binding
  • Add grid colour preset buttons. Fixes #167.
  • Make the entity bounding box align properly with the model. Fixes #168.
  • Only select vertices for a single solid when clicking in the 2D view with the select tool. Fixes #145.
  • Disabling the nudge setting now actually disables nudging
  • Minor teak to get invalid solid checking more reliable
  • Optimisations for selection and manipulation operations for large maps
  • Made box size font a bit smaller

@Mozartkugeln: No, you rock! :)
Thanks again for your contribution!
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-04-26 03:15:04 UTC Post #318910
Oh hell yeah!
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-04-26 08:33:31 UTC Post #318911
This button still doesn't work
User posted image
Posted 9 years ago2014-04-26 09:08:44 UTC Post #318912
Thanks, I'll be sure to fix it in the next version :)
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-04-26 09:09:34 UTC Post #318913
- Render sprites in the 3D view. Fixes #106.
Totally cool!
- Basic .obj format support
This means I can import models done in... Blender, for example? And use them as world geometry?

One suggestion: is it possible to implement a feature where the textures in the editor associated with entities like func_wall where I set the render mode to texture can show their transparency in the editor too?
Striker StrikerI forgot to check the oil pressure
Posted 9 years ago2014-04-26 09:17:08 UTC Post #318914
Yes, you can open models from Blender or some other 3D tool using the .obj format, but if the model isn't a valid solid (and most of the time it won't be), it will create tetrahedrons for each face in the model. It's not very efficient!

I haven't really used any of the render modes before, how do they work?
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-04-26 13:38:26 UTC Post #318917
Render Modes:
for instance, in Sledge 3D view,you take anything with the{ prefix and make the BLUE color transparent right? That doesn't exactly reflect the compiled version because in order to make those transparent, you need to set the brush to be an entity with a RENDER MODE of SOLID and an FX amount of 255.
As far as texture mode goes, the opacity is rendered between 0 and 255. 0 being fully transparent and 255 being fully opaque. (AKA Glass: Render Mode= Texture; FX amount= 120) [My default values]

Example Map! Clicky

You can set a render mode to COLOR and define a color with the standard RGB values. The brush will ONLY render that color - no texture information whatsoever. The FX controls the transparency again.

If you render something as solid, the FX doesn't seem to have any effect. So long as the fx amount > 0 the solid will show up 100% opaque and the blue part of the texture will be transparent.

Glow mode only works on sprites - you will get an error if you try it on a brush ("non-sprite set to glow")

Additive is interesting. the FX amount controls the transparency, but the texture whites will 'add' to whatever lighting is in the background. This is pure observational and not fact, as i just did a quick test to see everything.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-04-26 13:57:37 UTC Post #318918
is that .OBJ thing working or is that a planned thing?
Rimrook RimrookSince 2003
Posted 9 years ago2014-04-26 14:08:22 UTC Post #318919
can you explain how to set up the sprites to work in the 3D view? dragging and dropping the sprites into the sledge sprite folder does not seem to do anything.
Posted 9 years ago2014-04-26 17:55:01 UTC Post #318928
If I remember correctly, the way additive works is it takes the luminosity value of each pixel in the texture, and uses that to set the transparency. So any black parts of the texture will always be invisible, and any white parts will be set to the max opacity value. Grey or other intermediate colours will be set to somewhere in between.

And the max opacity value is whatever value you set for FX amount. So if you set it to 255, then white parts of the texture will be completely opaque, and if you set it to 128 they will be semitransparent.

And I get the feeling here that I'm completely wrong, but I vaguely remember hearing something about the FX amount for solid rendering being used to pick which colour in the texture palette is rendered as invisible. So you would usually set it to 255 because the blue is always the 256th colour in the palette (where the 1st colour is called 0, 2nd is 1, etc.).

I'm not at home to test these though so I may be wrong.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2014-04-26 18:54:35 UTC Post #318929
the FX amount for solid rendering being used to pick which colour in the texture palette is rendered as invisible.
As far as I knew, it always used the last colour in the palette, but I never really tested this. I thought it was a rule to set FX amount to 255 and supposed other values would affect the transparency value like in texture mode and you don't want that in a solid rendered brush. It sounds like an interesting experiment.

Texture mode causes the entire brush to be rendered in (FX amount / 255), 0 being invisible and 255 being fully solid. I suppose you knew that one, but just mentioned it for completeness of the list.
Posted 9 years ago2014-04-26 21:33:21 UTC Post #318932
If you check that example map i set up, i have 4 {textures set to differing amounts of FX amount. Two are 0 and 1. the 0 is not rendered, but the 1 is rendered just as the 255 one.
It was my first time experimenting with those render types too
I just always used 255
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-04-26 23:08:29 UTC Post #318938
Serves me right for not looking at the example map first :P

In that case, the transparent colour is always the last colour in the palette no matter what are its RGB values. It just happens to be blue in all the textures made by Valve.
Posted 9 years ago2014-04-27 01:54:38 UTC Post #318940
Serves me right too.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2014-04-27 17:33:57 UTC Post #318953
Nice update, dude! What's the plan with the .obj integration?

Noticed a weird behaviour when undoing deletion of a brush.
If I delete a brush then ctrl+z the action, the brush doesn't come back, though its bounding box selection does.
User posted image
Getting a crash when clipping and trying to keep both sides. It creates a preview plane of the clip that seems to be infinite. Is that normal? It crashes when I hit enter.
User posted image
Also, in Hammer if you hold shift and use the arrow keys in 3D view it will pan. Any chance of getting this functionality in Sledge?

Finally, just curious if you've got any plans to integrate multiple-tile fitting to the face editor. It must be the oldest request you have now! ;D
Archie ArchieGoodbye Moonmen
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