Left 4 Dead 2 Tool Updates

From Valve Developer Community
Revision as of 06:32, 24 December 2009 by EvolvedAnt (talk | contribs) (Did a full diff / compare on both base and left 4 dead 1 and 2 FGD files to document the updates to L4D 1 entities.)
Jump to navigation Jump to search

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.
  • 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.)

Updates to L4D 1 entities

  • WorldSpawn - Can now choose time of day (evening, midnight, etc..), music post-fix name (for Music soundscripts to reference), as well as starting music type (Mission Start, Check Point)
  • env_tonemap_controller - Can now set TonemapPercentBrightPixels, and other settings.
  • func_orator - Now allows setting the max legal followup distance for automatic responses
  • env_fog_controller - Has new entrys/inputs for settings such as Set2DSkyboxFactorLerpTo (Amount of fog to blend into 2d Skybox to lerp to)
  • postprocess_controller - Can now dynaically alter film grain and vignette strength
  • sky_camera - Added additional options for customizating plane clipping offsets, etc
  • point_spotlight - Added option to set Halo size
  • info_particle_system - Added setting to allow forcing particles to always render infront of everything
  • func_move_linear - Added ResetPosition/TeleportToTarget
  • func_rotating - Added SnapToStartPosition
  • prop_door_rotating - Added 'glow' option
  • logic_auto - Added 'OnDemoMapSpawn' output
  • point_hurt - Added additional damage type: "FULLGIB"
  • trigger_hurt - Added additional damage type: "FULLGIB", and the option to have it 'think' every frame instead of every half second. (Expensive!)
  • All props now have a 'Lag Compensation' toggle. (Use sparingly!)
  • prop_physics - Added OnHitByTank output, for creating custom events when a prop is punched by the tank.
  • func_precipitation - Added Rain Storm, Bugs, and Smoke
  • func_push - Added OnStartTouch output, and input SetMaxSpeed to allow setting the push speed dynamically
  • point_viewcontrol_multiplayer - Updated with additional inputs, toggles, and most importantly it now supports 'Target Entity' to easily create simple smooth gliding intro animations without relying on custom model animations.
  • prop_car_alarm - Added ability to enable/disable
  • func_nav_blocker - Added toggle to determine if nav flow should be recomputed or not
  • NavAttributeRegion - Added many more attributes such as 'Obscured', 'Rescue Closet', as well as toggles for defining the area as 'precise', and/or 'crouch'
  • func_elevator - Added input to set max speed dynamically
  • info_director - Added many outputs to fully customize scavenge games, also includes scripting and journal support.
  • filter_activator_infected_class - Added the new special infected
  • info_survivor_position - Can now be tied to a specific gamemode, and given a specific intro to play
  • trigger_finale - Added types selection: "Standard" "Gauntlet" "Custom" "Scavenge", and a property to define max points for scavenge mode.
  • info_gamemode - Added additional game modes, added OnNavAnalyze output which is fired only when map is loaded with -navanalyse command line option set
  • beam_spotlight - Added NoFog spawnflag.


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.