Left 4 Dead 2 Tool Updates
		
		
		
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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:This page will be dramatically updated during the first couple of weeks.
Note: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.
- filter_activator_model updated to allow scripting buttons/events that only a specific survivor can activate. (Such as allowing only Nick to be able to hot-wire a car, or making a trap that only Coach can activate due to his weight.)
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.  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.  [todo tested in ?] 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.  [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.