Hammer Feature Requests: Difference between revisions

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* Displacement verticies editable or viewable in orthographic views.
* 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.
* 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.
==Entities / Placing / Interfacing==
*VISIO-view
:*Remove need for entities in map that have no positional value
::*Object I/O is editable from this view
::*Lots of view filters
*Prop/Entity Placing
:*Display of physics hulls in 2D/3D views.
:*Display of displacements in 2D views.
:*Collision with world (no single unit alignments)
:*Auto align to surface - “Drop selection to surface?
:*Ability to set/place an entity at current camera position/rotation (good for light_spots and point_cameras)
*Fix point entities being a pain to move when zoomed out.
*Generic entity manipulation in engine and/or Hammer
:*Ability to select ANY entity in-game and bring up UI to change parameters (then translate back to hammer)
:*Set the pitch/yaw/roll, propterties, etc
:*WYSIWYG way of placing ragdolls
:*Moving info_targets for Dramatic Scenes:
::*‘Pick-up? targets (moves to your position) – easy way to get a valid position for marks
::*Be able to create entities in-game (not just move/edit existing).  we should get a specific method of creating/placing/ moving/ naming info_targets in-engine for choreo, and it should be fastfastfast to iterate on the scene.
*Light entity Editing.
:*More visual editing.
:*Need helpers handles instead of text editing.
*Transformations
:*Add Transform tab to the entity properties.
::*Shows global xform in a series of fields.
:*Can type in absolute values in the fields, or type in basic equations ("<value>+25" would add 25 to the current value , etc ).
:*Changes update immediately when a field changes and hit 'enter' or 'tab', dont have to hit "ok" or "apply"
:*Clearer align tools.
:*Able to manipulate objects better in 3d view (with mouse, not nudging).
:*Transform handles in all views (including 3d view) for manipulating objects.  look at XSI for good implementation.
:*Ability to manipulate objects in different coordinate spaces.
:*Translate/scale/rotate in local space, global space, or select arbitrary object and use that objects space
*More 'snapping' options
:*Snap to grid: specify what part of selection to snap to grid (edge, center, face, etc.)
:*Snap-align To Object - uses something like the current align tool, but uses it smartly based on user interaction. a tolerance to nearby objects, etc.
:*Potential snap-to targets are passed thru a user defined filter system
*Make a hotkey for EntityReport,
:*Add more filters and filter options (support "*" wildcard?)
*Make more windows resizeable.
:*Entity Report
:*Object Properties
*Make window positions and dialogs saved across sessions.
:*Object Properties.
:*Texture Alignment panel.
:*Displacement panels.
:*Window pane positions (size of viewports)
*VisGroups
:*R-click menu options.
::*show, hide, mark, delete, add current selection to visgroup.
:*Need better method to remove visgroup from hierarchy.
:*Auto Vis Groups are evil.  If you are using any other vis groups and accidentally turn one of these off/on, it messes up all your existing visgroups.  EVIL!
:*Ghost/Lock visgroups mode – ghosted visgroup contents can be seen, but not selected, grayed out in viewports.
*Allow for multiple dialogs open at once.
:*A "lock dialog" button to keep the dialog's focus on the current selection at the time of locking, so it stays open and editable regardless of selection changes.
:*When a dialog is locked, and you press alt-enter, a new dialog is created for whatever you have selected.  so we can have the properties for multiple objects open at once.
*A better way to create and manage/test more sophisticated logical setups
:*Support a scripting language? ability to write equations, at least.
:*A more generic "logic_control" entity that is displayed like a viseo view.
*Doors / movers
:*Better debugging visual UI in Hammer. (handles, gizmos, keyframes, visual path, etc)
:*Show angle range of movement.
:*easy to visualize line on the origin of rotating doors.
:*Key-framed movers (doors).
::*Generic movers contain multiple ‘key-frames’ with time, move types between the keys (You put it where you want it, go to keyframe one, and rotate/translate it where you want it to be and you're done, no guesswork about angles, direction, lip, etc.)  another case of WYSIWYG design.
::*More control over how things move.  Linear == bad 
::*Spline keyframe editor for anything that moves (this includes generic paths) -- doors, movers, etc.  failing that, at least  some preset parameters for when stuff starts/stops ('slow-in/slow-out' 'fast-in/fast-out' ).  stuff needs to be non-linear (func_move_nonlinear?) and as flexible as possible.
:*Ability to display models at path_track points
*Move common entities to Map Properties?
:*Shadow_controllers, etc. 
:*Make Map properties easier to access (separate window – dockable?).
:*Top of tree in visio-view?
*Add a "Refs" button to the targetname field.
:*Basically, a shortcut to the Entity Report that shows all entities that refer to this entity, including wildcard references.  (will get with visio-view)
*“Delete all Cameras? command.
*Middle-click viewport title to switch to previous view.
*Double click 'desktop' to get Open dialog.


==Bugs==
==Bugs==

Revision as of 19:17, 12 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 move the camera while editing displacement maps.
  • Ability to 'play' the map while in hammer.
  • Ability to see func_monitor previews.
  • 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.

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.

Dialog redesign proposals

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)