Left 4 Dead 2 Tool Updates: Difference between revisions

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== New to Hammer ==
== New to Hammer ==
# Multiple cordon creation is now possible for more precise control of cordoned regions.
* Multiple cordon creation is now possible for more precise control of cordoned regions.
# Cordons can now be added to VisGroups and toggled on/off like any other group.
* Cordons can now be added to VisGroups and toggled on/off like any other group.
# Added VMF Instancing which allows referencing external .VMF content into your map whose changes is automatically reflected in your main map upon reload. (accomplished using  func_instance entity)
* Added VMF Instancing which allows referencing external .VMF content into your map whose changes is automatically reflected in your main map upon reload. (accomplished using  func_instance entity)
# Added new Heat Map tool which can be found under the Tools menu.
* Added new Heat Map tool which can be found under the Tools menu.


== New in relation to L4D 2 mapping ==
== New in relation to L4D 2 mapping ==
# Added automatic A.I. Director controled weapon/item/upgrade spawn entities: "weapon_spawn", "weapon_item_spawn", and "upgrade_spawn"  
* Added automatic A.I. Director controled weapon/item/upgrade spawn entities: "weapon_spawn", "weapon_item_spawn", and "upgrade_spawn"  
# Updated info_gamemode entity to include the new game modes.
* Updated info_gamemode entity to include the new game modes.
# Added info_director_query which allows scripting custom events based on how 'angry' the director is (how well/bad the survivors are doing).
* Added info_director_query which allows scripting custom events based on how 'angry' the director is (how well/bad the survivors are doing).
# Added L4D 2 Add-on Support tool, which makes all the L4D 1 assets (models/textures) available in both Hammer, and in-game for players/developers running old addons in L4D 2.
* Added L4D 2 Add-on Support tool, which makes all the L4D 1 assets (models/textures) available in both Hammer, and in-game for players/developers running old addons in L4D 2.


== New to the Half-Life Model Viewer ==
== New to the Half-Life Model Viewer ==
# Added Co-LocatedVerts to render mode options.
* Added Co-LocatedVerts to render mode options.
# Added ability to view model specific origin points as well as adjust the visual length. (Useful for distanced animated models like planes and intro cameras).
* Added ability to view model specific origin points as well as adjust the visual length. (Useful for distanced animated models like planes and intro cameras).
# Added additional options for viewing specific individual HitBoxes.
* Added additional options for viewing specific individual HitBoxes.
# Added ability to load/save custom HitBox data to Bones tab. (Uses .HBX extention)
* Added ability to load/save custom HitBox data to Bones tab. (Uses .HBX extention)
# Added drop down to Render tab that lists all additional models being referenced by the QC file.
* Added drop down to Render tab that lists all additional models being referenced by the QC file.
# Added mouse-look/walking/head movement animation blend sliders to Sequence tab to easily compare blended unique animations with common gameplay movements.
* Added mouse-look/walking/head movement animation blend sliders to Sequence tab to easily compare blended unique animations with common gameplay movements.
# Added drop down to Model tab that lists all materials the models QC file is referencing.
* Added drop down to Model tab that lists all materials the models QC file is referencing.


== New to L4D 2 Tools Mode ==
== New to L4D 2 Tools Mode ==
# Many tweaks to the Particle Editor making it more streamlined/stable.
* Many tweaks to the Particle Editor making it more streamlined/stable.
# Particle selection list is no longer a long text list, but an actively rendered thumbnail preview gallery.
* Particle selection list is no longer a long text list, but an actively rendered thumbnail preview gallery.


== Side notes ==
== Side notes ==
# If you find missing models/textures when you load your old map in the new tools, make sure you have the L4D 2 Add-on Support Tools fully loaded. {{Bug|If your L4D 1 assets are still missing, report the model/texture names to Valve in the Steam forums and they will be added to the L4D 2 Add-on Support tool.}}
* If you find missing models/textures when you load your old map in the new tools, make sure you have the L4D 2 Add-on Support Tools fully loaded. {{Bug|If your L4D 1 assets are still missing, report the model/texture names to Valve in the Steam forums and they will be added to the L4D 2 Add-on Support tool.}}
# Recent changes to the lighting engine in L4D 2 now forces materials applied to brushes to comform to the correct shader. VertexLitGeneric textures will appear full white when applied incorrectly to brushes.
* Recent changes to the lighting engine in L4D 2 now forces materials applied to brushes to comform to the correct shader. VertexLitGeneric textures will appear full white when applied incorrectly to brushes.
* Certain blend textures when applied on a non-displacement surface, will have the opposite texture applied by default than what was applied in the original tools.


[[Category:Left 4 Dead 2]]
[[Category:Left 4 Dead 2]]

Revision as of 04:02, 24 December 2009

Stub

This article or section is a stub. You can help by expanding it.

This is a reference of what is new in the L4D 2 Authoring Tools for those transitioning from L4D 1 editing. While helping Valve beta test the L4D 2 Authoring Tools I created this list to help me and had a hunch Valve wouldn't be very verbose about the changes once the tools went public. It is by no means a complete list, as there are many more things I need to add that I haven't gotten around to yet, but it is many times more useful than the details provided by Valve even in it's current form. Check back periodically for more updates.

Note.pngNote:This page will be dramatically updated during the first couple of weeks.

New to Hammer

  • Multiple cordon creation is now possible for more precise control of cordoned regions.
  • Cordons can now be added to VisGroups and toggled on/off like any other group.
  • Added VMF Instancing which allows referencing external .VMF content into your map whose changes is automatically reflected in your main map upon reload. (accomplished using func_instance entity)
  • Added new Heat Map tool which can be found under the Tools menu.

New in relation to L4D 2 mapping

  • Added automatic A.I. Director controled weapon/item/upgrade spawn entities: "weapon_spawn", "weapon_item_spawn", and "upgrade_spawn"
  • Updated info_gamemode entity to include the new game modes.
  • Added info_director_query which allows scripting custom events based on how 'angry' the director is (how well/bad the survivors are doing).
  • Added L4D 2 Add-on Support tool, which makes all the L4D 1 assets (models/textures) available in both Hammer, and in-game for players/developers running old addons in L4D 2.

New to the Half-Life Model Viewer

  • Added Co-LocatedVerts to render mode options.
  • Added ability to view model specific origin points as well as adjust the visual length. (Useful for distanced animated models like planes and intro cameras).
  • Added additional options for viewing specific individual HitBoxes.
  • Added ability to load/save custom HitBox data to Bones tab. (Uses .HBX extention)
  • Added drop down to Render tab that lists all additional models being referenced by the QC file.
  • Added mouse-look/walking/head movement animation blend sliders to Sequence tab to easily compare blended unique animations with common gameplay movements.
  • Added drop down to Model tab that lists all materials the models QC file is referencing.

New to L4D 2 Tools Mode

  • Many tweaks to the Particle Editor making it more streamlined/stable.
  • Particle selection list is no longer a long text list, but an actively rendered thumbnail preview gallery.

Side notes

  • If you find missing models/textures when you load your old map in the new tools, make sure you have the L4D 2 Add-on Support Tools fully loaded.
    Icon-Bug.pngBug:If your L4D 1 assets are still missing, report the model/texture names to Valve in the Steam forums and they will be added to the L4D 2 Add-on Support tool.  [todo tested in ?]
  • Recent changes to the lighting engine in L4D 2 now forces materials applied to brushes to comform to the correct shader. VertexLitGeneric textures will appear full white when applied incorrectly to brushes.
  • Certain blend textures when applied on a non-displacement surface, will have the opposite texture applied by default than what was applied in the original tools.