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 ago2014-07-30 23:35:53 UTC Post #320893
I don't have any AV either. I just always make a weekly scan with Advanced System Care, though it didn't find any problems nor viruses. If you have a sufficient knowledge on how to navigate on the internetS, how to use a computer, and how to recognize a file type, you don't need an AV.

But years ago I was used to have Kaspersky, a very nice AV and Internet Security imho (for the skeptic ones).

@Rimrook: You're a pussy. :P But I still love you. <3
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-07-31 15:41:40 UTC Post #320909
User posted image Not sure if homo or straight...
Rimrook RimrookSince 2003
Posted 9 years ago2014-07-31 15:45:57 UTC Post #320910
He's saying: don't be a ninny Rimmay, everyone's doing it :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-07-31 15:49:35 UTC Post #320911
As soon as I take down my protection-

BAM!!!

herpes.
Rimrook RimrookSince 2003
Posted 9 years ago2014-07-31 16:05:36 UTC Post #320912
HerpAIDS coming in hott :aghast:
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-08-01 10:15:42 UTC Post #320923
Just out of curiosity, how realistically far away is source support?
You look like you've got almost all the essentials grounded ; stuff like material rendering for source I can imagine being a pain and taking forever to do.
Instant Mix Instant MixTitle commitment issues
Posted 9 years ago2014-08-01 11:04:28 UTC Post #320924
Yeah but shader previews would be the shit!
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-08-01 17:01:40 UTC Post #320937
I have a suggestion:

Walk mode.
In this mode, the 3D view freely moves but its height is anchored at the player's height of view in-game, clipping on top of horizontal brushes. Possibly ignoring entities such that doors don't have to block your way.

I can't say I'm really dying to have this, it's just a random idea I had while trying to get in-game type points of view from within the editor, to check on things without having to compile just to see proportions, perspectives and things like that. Anyone for or against it?
Posted 9 years ago2014-08-01 17:18:42 UTC Post #320938
Hmm, well if there would be no clipping, i guess you could drop a camera it finds the floor and attaches itself to height of the player, that would work with stairs. Still some collision detection has to be made for it.
Would be nice for maintaining scale :)
rufee rufeeSledge fanboy
Posted 9 years ago2014-08-01 17:33:55 UTC Post #320939
Is sledge going to have a more effective way of material checking? When I change a material source file and go back into hammer it shows the missing texture image on all faces that have the modified material applied. I'm sure every mapper has seen this while fiddling with materials. You have to close hammer and reopen it in order to have it load your updated texture properly.

Other editors 'listen' to files to catch changes and update in realtime, removing the need for closing and reopening hammer. Is this something Sledge can have?

Also having the brush face smoothing groups actually render in the editor would be very nice, and I don't think it's a hard shader to calculate right?
Posted 9 years ago2014-08-02 05:30:14 UTC Post #320945
today i have launched the editor and got update message then avast detected something:
User posted image
Posted 9 years ago2014-08-02 10:53:26 UTC Post #320947
It has a dropper-gen. Avast thinks you don't want dropper-gens in your computer.
Posted 9 years ago2014-08-02 14:44:06 UTC Post #320951
Don't be stupid, of course it doesn't..
:P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-08-02 16:58:52 UTC Post #320954
Walk mode.
DiscoStu wins. Flawless Victory.

Anyway, I love that idea SugarMan. ;)

And please, you all, throw that damn Avast out of the window... I got annoyed from it many years ago.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-08-02 20:31:35 UTC Post #320956
I am using Avast on 2/3 of my computers. I am also using MSE, because I like that I can control my AV program. I don't like any hidden secret updates or searches or even defragmenters. I like to do everything myself. Manually, like in old days. I like that I can disable my AV when I disconnect from internet. Avast doenst allow to fully disable itself so easy as MSE.
Posted 9 years ago2014-08-03 13:25:25 UTC Post #320967
I opened my rats map in the sledge that I have, the previous to the current version, and it chugs a little in the 3D view like it incapable of keeping up. The framerate staggers from quick to slow in a weird way. I think I'll release the source file to the rats map today and that can be checked out. Hope it's just me. :/
Rimrook RimrookSince 2003
Posted 9 years ago2014-08-03 20:13:56 UTC Post #320976
I opened my rats map in the sledge that I have, the previous to the current version, and it chugs a little in the 3D view
Strange. I've opened more complicated maps than the rats one you've made with Sledge, and didn't have any lag problem (quite the contrary, it lags more on Hammer for me). And you know that my PC is crap (AMD Sempron single core, 1 GB RAM, 256 MB AGP ATI VGA).

P.S.: Check your TWHL's inbox. :P
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-08-06 05:56:25 UTC Post #321029
After updating to the same version about five times in a row, I just realised that the reason that my Avast wasn't complaining about Sledge was that I keep it in silent mode.
Posted 9 years ago2014-08-06 17:31:18 UTC Post #321036
DiscoStu wins. Flawless Victory.

Once again.

Kinda.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-08-06 17:47:05 UTC Post #321037
User posted image
AVAAAASST!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-08-06 22:59:33 UTC Post #321042
Report:
The tab order in the replace textures window is backwards.
Bug report:
Creating an arch should limit the wall width to the box's size or it will create invalid solids.
Posted 9 years ago2014-08-07 15:55:57 UTC Post #321052
Feature Request:
Alt + mousewheel increases and decreases gridsize
Archie ArchieGoodbye Moonmen
Posted 9 years ago2014-08-07 17:42:40 UTC Post #321053
Change request:
Make it so that gridsize can be something other than powers of two. I wanted to make a 40 unit grid the other day (assuming 1u = 1", then 40u = 40" = 1m) and couldn't do it because it's restricted to powers of two.
At least have a setting to select between Hammer, Metric or Arbitrary.
To further emulate Hammer's behaviour, entering the texture selection window should select the text in the filter textbox. That way you can start typing your new filter right away.
Make zoom levels snap to round numbers: 1x, 2x, 4x, 8x, etc. Like the magnifier tool does in Hammer. Maybe have a setting for this in case some like it one way and some like it the other way. Or, time to make a survey.
Have a way to zoom all the views at the same time. Such as CTRL+scroll wheel or something.
Posted 9 years ago2014-08-07 17:48:47 UTC Post #321054
Return the sliding bars in the views that were in hammer 3, but not the laggy ones in H4, thats how i scroll :)
rufee rufeeSledge fanboy
Posted 9 years ago2014-08-07 17:55:15 UTC Post #321055
Alt + mousewheel increases and decreases gridsize
This.
Make zoom levels snap to round numbers: 1x, 2x, 4x, 8x
This.
Have a way to zoom all the views at the same time. Such as CTRL+scroll wheel or something.
And this.

Interesting shit.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-08-07 19:02:33 UTC Post #321058
Have a way to zoom all the views at the same time. Such as CTRL+scroll wheel or something.
This is default Hammer behaviour and already exists in Sledge, with a 2D viewport active
Archie ArchieGoodbye Moonmen
Posted 9 years ago2014-08-08 03:14:59 UTC Post #321062
It... does happen? I tried a bunch of keys and didn't see it happen...

[edit] it happens indeed. I swear I tried it, I guess I must have pressed that pesky Fn key instead...
Posted 9 years ago2014-08-08 14:41:41 UTC Post #321067
Jep, that Fn key sometimes can mess everything. I am glad that I don't have it.
Posted 9 years ago2014-08-08 18:29:59 UTC Post #321068
Bug report:
Brush sizes in 2D views display random wrong sizes for no apparent reason. Most often moving the view fixes it.

Additional report:

I have no idea of what those do.
User posted image
Posted 9 years ago2014-08-14 15:46:45 UTC Post #321176
Hey PB plz add this to SLEDGE and i will marry you http://twhl.info/tutorial.php?id=187
Posted 9 years ago2014-08-14 17:23:14 UTC Post #321181
Holy shit. Skewing textures! Thats something I have never used but I would love to!
Posted 9 years ago2014-08-14 19:25:11 UTC Post #321187
Hey PB plz add this to SLEDGE and i will marry you http://twhl.info/tutorial.php?id=187
^ This.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-08-14 19:31:12 UTC Post #321188
I think this was brought up a while ago. It was a part of a texture alignment gizmo or something if I recall.
Rimrook RimrookSince 2003
Posted 9 years ago2014-08-14 19:55:35 UTC Post #321191
Yep, you're right. But what if there'd be some way to make it easier?
Like, some complicated algorithm that "reads" the face alignment in the world brush and give it the proper texture skewing?

It would be cool imho. If it's possible, of course.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-08-14 20:16:06 UTC Post #321194
since its advanced maths, it can be done by code.
Its just a lot of work.
Posted 9 years ago2014-08-14 20:34:08 UTC Post #321196
We need Pengy to answer this question then.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-08-20 11:13:08 UTC Post #321292
Speaking of texture alignment, I haven't used it in sledge yet because I'm on source but I think more interactive texture manipulation would be awesome. Here's how I see it.

In texture mode, user hovers a face with the cursor and holds some key (shift?) to activate mouse manipulation of the texture. Scroll wheel scales the texture up and down. Hold MMB to pan the texture with the mouse up down left and right. Arrow keys nudge the texture by pixel. Texture snaps to the edges of the brush (ie: when an edge of the image is close to an edge of the brush it snaps but can be moved on the perpendicular axis).

I heard that sledge already has some good texturing features so maybe you already have something in place like this.
Posted 9 years ago2014-08-20 20:54:37 UTC Post #321296
That reminds me of UDK and SPARK (NS2)
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-08-21 04:55:35 UTC Post #321305
Hey I like that idea. I imagine it may work better as a special mode on the texture application window rather than a keypress though.
Posted 9 years ago2014-08-21 18:16:05 UTC Post #321322
It might be helpful. Who knows.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2014-09-01 21:41:54 UTC Post #321586
Here's another idea for you guys. A more dynamic grid. In blender the grid resizes as you scroll in and out. So if you have snap-to-grid active the selection will snap to the currently visible grid size. So zoomed right in you would move and snap to the smallest grid size automatically, and zoomed all the way out would automatically snap you to the largest grid size. I can do a video showing how it works in blender if you like.
Posted 9 years ago2014-09-02 02:01:08 UTC Post #321588
That's a pretty interesting idea. I also want to implement Rimrook's idea for the custom grids (triangle, hexagon, circular, rotated, etc) at some point.

The next release is going to take quite a while because I am going to try porting the interface to GTK instead of WinForms, which is cross-platform (Mac/Linux) and has better support for multiple language translations. After that I want to start borrowing some of the general ideas from the new DOTA 2 Hammer, especially the more advanced 3D editing features and some of the UI concepts.
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-09-02 03:21:01 UTC Post #321589
Yeah I was wondering what you were going to do about that. 3D tools are always good to have for better construction.

Though that really didn't stop TJB. His compo entry looks like Source2 when it's in all white.
User posted image
I can't comprehend this. But if this level of stuff could be done comfortably with just the right tools, then Goldsource and source would remain relevant even longer. I think it was mentioned that the Goldsource fluidity or flow or something was and enjoyable thing. A good editor helps with that too.

Personally, mapping for source is a massive kick in nuts with all of it's complexities. It's just not enjoyable to me and I can't seem to get anything to look authentic :/
Rimrook RimrookSince 2003
Posted 9 years ago2014-09-02 13:26:33 UTC Post #321591
The thing with source is lighting and materials.
With GoldSource, you have one choice in materials (not counting detail textures). It's just a diffuse layer. There's no bump or normal or reflection to deal with. So your final product comes down to sprite-work and light brightness.
Source has a more complicated lighting & material system. End results depend on color correction, sprites, light volumes, point/spot/dynamic lights, reflections....
Unless you understand how the pieces interact, the end result is never going to as good as it can be.
Source takes a lot more time to get looking right. I think a WYSIWYG editor will immensely help that out, but I'm not sure that'll happen. A more advanced engine deserves a more advanced editor. Spark and UE4 Editor are amazing for that.
/wishlist
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-09-02 19:44:40 UTC Post #321597
Had another idea for a selection option. Selecting things in hammer SUCKS fyi. No matter the process it takes FAR too long. Here's what I thunk:

When you select more than one entity in hammer you see a box enclosing all the things you have selected. Kinda like a bounding box for the current selection. I'd like a selection tool that selects everything inside that bounding box.

For instance, if I had a big long line of pipe models in my level that I need to put into a group I don't want to go through and click every single one. It would be cool if you could select the first and the last, and then hit a button to select everything within the selection bounding box you created.

Like this:
User posted image
Posted 9 years ago2014-09-02 21:22:59 UTC Post #321599
... Could you not just drag a selection box that encompasses the first and last models?
Jessie JessieTrans Rights <3
Posted 9 years ago2014-09-02 22:02:17 UTC Post #321600
You could, though in many cases selecting the models then tapping a key would be quicker.
Crypt Crypt120% sorry!
Posted 9 years ago2014-09-03 14:50:18 UTC Post #321609
edit darn my comment was already explained.
Posted 9 years ago2014-09-04 10:47:10 UTC Post #321623
I just started playing with Sculptris(Thanks Rimrook for suggesting it!), and I like how if you aren't touching the object you automatically pan.

Maybe you could add something like this to the 3D navigation of Sledge(if you click in the 3D window WITHOUT hitting Z), possibly centering the pan around the last object you selected?

Anyhow, I highly recommend anyone to try Sculptris! It's very intuitive, and awesome for effortlessly making penises, boobs, buttocks, and more! :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-09-04 15:50:13 UTC Post #321629
I'm getting some odd render errors. Mapping for large outdoor areas is a pain.
It very well could be my computer though.

Textured Preview -
User posted image
Shaded Polygon Comparison -
User posted image
I've tried both render modes, and I've also tried bumping up the clipping planes and such to 10K each.
I've also tried to turn off texture filtering and global transparency but those don't have any beneficial effect.

Computer specs:
User posted image
User posted image
Tetsu0 Tetsu0Positive Chaos
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