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New Hammer Out (?)

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Grandpa

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So recently, DOTA2 had an update with an improved hammer(in the authoring tools section) here's some pics




Much larger map size? Guy says he didn't compile this though

#

Currently it only works for dota 2. Looks like an early version of Source 2 though.

Importing models also seems to be waaay easier with it



More giant maps in S2

Can make models into editable meshes



"It's not source 2 m8, i swear on me mum"


Best evidence we have,

Anyways, thoughts?


Shunix

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obsidiian

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Glad to see my favorite piece of shit program is getting an upgrade.  Maybe now I'll be able to use it for more than 20 minutes without it crashing??


John

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hammer is out for source 2 yeah. might not mean they will port it backwards for tf2.

not sure if .vtf is compatible with the new hammer, .vmf is but it gets converted to vmap for source 2 compiling

i tried importing one of my maps into the new hammer -- naturally there were no textures
entities window is a bit more sophisticated than before but it should be usable still


cody

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if they port tf2 to the source 2 engine like rumors have been saying (not that rumors are ever right) would it have an effect on jumping or is porting to a new engine kind of like a graphical change more so than a mechanics change? or would the entire game itself look different?


John

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if they port tf2 to the source 2 engine like rumors have been saying (not that rumors are ever right) would it have an effect on jumping or is porting to a new engine kind of like a graphical change more so than a mechanics change? or would the entire game itself look different?

from what i've seen the physics engine is changed, so there might be an effect on jumping. Valve has the capability of keeping the physics the same as it is in tf2 without too many issues I believe. Since speedshots, bounces, ctap are all engine bugs there is a chance that those tricks could no longer work, or at least work differently. Everything else should be the same if they want to keep TF2 similar to what it is in source 1.

i could be completely wrong, maybe the physics engine is the same. if that's the case we should be fine.


RNC1839

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if they port tf2 to the source 2 engine like rumors have been saying (not that rumors are ever right) would it have an effect on jumping or is porting to a new engine kind of like a graphical change more so than a mechanics change? or would the entire game itself look different?

from what i've seen the physics engine is changed, so there might be an effect on jumping. Valve has the capability of keeping the physics the same as it is in tf2 without too many issues I believe. Since speedshots, bounces, ctap are all engine bugs there is a chance that those tricks could no longer work, or at least work differently. Everything else should be the same if they want to keep TF2 similar to what it is in source 1.

i could be completely wrong, maybe the physics engine is the same. if that's the case we should be fine.

Pretty much, though hopefully valve understands how much we love their broken physics and keep them around.

The new engine should mostly just be graphics enhancements on new maps, 64bit support, (hopefully) better CPU multithreading, and a less shit hammer.


Torii

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Nastybutler

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if they port tf2 to the source 2 engine like rumors have been saying (not that rumors are ever right) would it have an effect on jumping or is porting to a new engine kind of like a graphical change more so than a mechanics change? or would the entire game itself look different?

from what i've seen the physics engine is changed, so there might be an effect on jumping. Valve has the capability of keeping the physics the same as it is in tf2 without too many issues I believe. Since speedshots, bounces, ctap are all engine bugs there is a chance that those tricks could no longer work, or at least work differently. Everything else should be the same if they want to keep TF2 similar to what it is in source 1.

i could be completely wrong, maybe the physics engine is the same. if that's the case we should be fine.


Welp....there goes surfing. I for one am NOT going to port over 400+ surf maps for them to work with the new engine, IF they work at all.

Will have to write a damn batch converter >.<


RNC1839

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Welp....there goes surfing. I for one am NOT going to port over 400+ surf maps for them to work with the new engine, IF they work at all.

Will have to write a damn batch converter >.<

Well there is a pretty good chance that valve will do the smart thing and make maps backwards compatible. If they don't then they will either include a .exe in some /bin to easily port them, if that doesn't happen someone in the community will make one that will inevitably stop working after a year or so when valve releases Steampipe 2.0 BreakinYoShit Boogaloo.


John

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Welp....there goes surfing. I for one am NOT going to port over 400+ surf maps for them to work with the new engine, IF they work at all.

Will have to write a damn batch converter >.<

Well there is a pretty good chance that valve will do the smart thing and make maps backwards compatible. If they don't then they will either include a .exe in some /bin to easily port them, if that doesn't happen someone in the community will make one that will inevitably stop working after a year or so when valve releases Steampipe 2.0 BreakinYoShit Boogaloo.

i bet they're going to do what python did and make a vmf -> vmap converter (2to3.py anyone)