Hammer What's New: Difference between revisions
		
		
		
		
		
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[[Category:Level Design]]  | |||
==Major new features of the Valve Hammer Editor 4.0==  | |||
* '''Source Engine materials system'''. Materials created with the Source Engine's advanced shader-based texturing system are properly rendered inside the Hammer Editor.    | * '''Source Engine materials system'''. Materials created with the Source Engine's advanced shader-based texturing system are properly rendered inside the Hammer Editor.    | ||
Revision as of 01:27, 3 July 2005
Major new features of the Valve Hammer Editor 4.0
- Source Engine materials system. Materials created with the Source Engine's advanced shader-based texturing system are properly rendered inside the Hammer Editor.
 - Displacement surfaces. A new class of mesh geometry that can be sculpted into different shapes and connected to one another to create terrain and other complex surfaces.
 - Input and Outputs entity system. Entities use a new method to trigger and connect to one another, offering a higher level of flexibility and control than ever before.
 - Hierarchical VisGroups. Objects can now be in multiple VisGroups, and Visgroups can be organized in a hierarchical manner for easier selection and organization.
 - Entity Helpers. New user interface controls that make editing parameters on entities such as spotlights and doors easier and clearer.
 - Per-face Lightmap controls. Lightmap density can be controlled on a per-face basis for more control over the balance of visual quality and rendering performance.
 - Sound Browser. Built-in browser to hear a preview of sounds available to level designers.
 - Non-modal Entity Report and Check for Problems dialogs. Dialogs are now non-modal, allowing for changes in the level and camera controls while using the information in the dialog boxes.
 - Smoothing Groups. Per-face control of lighting-based smoothing.
 - Find and Replace. Functions to both search and replace for text in any entity name, parameter, input, or output.
 - Selection Mode toolbar. A new toolbar to control the impact of groups and entities upon the selection tools.
 - Overlays. A new type of texture entity, similar to decals, but with far greater control over how it is applied to surfaces.