Hammer Feature Requests: Difference between revisions
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* Editor becomes unstable and/or crashes on a fairly regular basis, often when adjusting overlays, deleting or working with move or keyframe ropes, when moving large amounts of brushes or entities, or doing large amounts of displacement modification. | * Editor becomes unstable and/or crashes on a fairly regular basis, often when adjusting overlays, deleting or working with move or keyframe ropes, when moving large amounts of brushes or entities, or doing large amounts of displacement modification. | ||
* 3D view black models issue fix (failing to draw model textures because of video card limitations) | * 3D view black models issue fix (failing to draw model textures because of video card limitations) | ||
* Painting alpha values across multiple terrain brushes sometimes will not paint one of the selected brushes even though the points are lined up and sewn. | |||
==Dialog redesign proposals== | ==Dialog redesign proposals== | ||
Revision as of 12:13, 13 October 2005
Features
- Drag and drop of map files onto Hammer, to open
- Implementation of variable falloff on displacement tools
- Simple lighting preview in 3D view
- Hammer <-> HL2 compatibility (able to run both simultaneously without any problems)
- On this line of thought - Fix up the wc_ commands and developer environment ingame for HL2 <-> Hammer compatibility?
- Updated HL2 FGD (some entities that are used in the sample maps aren't in the HL2 FGD, info_light_relative for example)
- Option for compile window to retain last known screen position and size.
- Icon in Texture browser to indicate custom material.
- Ability to view the different channels of a material seperately. (Red, Green, Blue, Alpha, it's normal/bump, and specular map)
- Ability to Copy material name and path from Texture browser.
- Ability to 'play' the map while in hammer.
- Ability to see func_monitor previews.
- Ability to see prop wireframes in the 2D views, not just bounding boxes.
- A 'model browser' containing a search field to search for models. If not, at least a 'model search' feature in the model viewer would be nice.
- Proper material folder filtering exclusion.
- Displacement verticies editable or viewable in orthographic views.
- This goes into the 'going beyond hammer' but make hammer more like UED, in that hammer could be turned into more of an IDE than just a level editor.
- Windows Scripting Host support with Hammer functions and objects addressable. Macro menu to host shortcuts to script files.
- Run the compile tools in seperate processes or threads than the hammer GUI, and add a "Cancel" button to cancel the compilation process.
- Automatically hide and show items placed or deleted from and in VisGroups
- Ability to move tool handles in the 3D view. In particular, resize brushes, move entities, etc. (Maybe with axis constraints, to deal with 2D => 3D spatial translation?)
- Bookmarks bound to keys (e.g. numberpad) to jump to different areas of a map.
- A ruler feature to measure the distance (in units and real world units) and angle between two or more points.
- More intuative on-the-fly visgrouping. i.e. Ability to select multiple brushes and entities, right-click, select "Show only selected entities and brushes", then when you're done working, right-click again and select "Show all entities and brushes".
Bugs
- Long file names can't be seen in Face Edit dialog.
- Face Edit dialog loses focus when cursor moves off the dialog.
- Hammer crashes if you startup a game without minimizing it and then reopening it before the game opens.
- Point At... button for angle keyvalues only set "angles" keyvalue.
- Occasionally the editor closes without warning or error.
- Editor becomes unstable and/or crashes on a fairly regular basis, often when adjusting overlays, deleting or working with move or keyframe ropes, when moving large amounts of brushes or entities, or doing large amounts of displacement modification.
- 3D view black models issue fix (failing to draw model textures because of video card limitations)
- Painting alpha values across multiple terrain brushes sometimes will not paint one of the selected brushes even though the points are lined up and sewn.
Dialog redesign proposals
Model Dialog by Cryovat
- I think thumbnails would still be good—ts2do (talk) 18:09, 12 Oct 2005 (PDT)
- Me too, but they should be for every model then (I'm looking at CS:S and DOD here), or have a more automated process for taking them, as I suspect VALVe has. Any way to take shots automatically with MV in a batch file or something? --RabidMonkey 18:57, 12 Oct 2005 (PDT)
- The thumbnails fail to give a fair representation of what the model looks like, or the scale. Some kind of integration with HLMV would seem to be the best proposal here. --PiMuRho 08:00, 13 Oct 2005 (PDT)
Model Dialog by Cryovat
- Upon further consideration, the thumbnail view is nice and it's not something I'd want to lose. I made this alternative to marry my old proposal with it, applying a three-pane approach. Thank you for the feedback! --Cryovat 16:13, 13 Oct 2005 (GMT+1)
- Yes...what's this skin size thing though?? a model can use multiple materials—ts2do (talk) 11:27, 13 Oct 2005 (PDT)