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04-07-2009, 01:03 PM
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#16 (permalink)
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Join Date: Mar 2007
Age: 39
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Re: Pre SDK - How to set up Hammer for L4D
that's kinda what i meant, the tools arent quite up to shuff to place breakable walls correctly. After further review you can place a tank or witch, you can do infected climbing points (there is a tools/climb/infected texture that they automatically can climb, and survivors cannot climb or see), you can do crescendo events, but they take quite frankly a ton of extra work to get working correctly and the horde spawns can be erratic so we are waiting until the sdk is released.
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04-09-2009, 08:10 PM
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#17 (permalink)
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Join Date: Jun 2007
Location: Finland
Age: 20
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Re: Pre SDK - How to set up Hammer for L4D
Of course. This way to set it up is by no means permanent solution.
That's why it's named Left4Fake, so there wouldn't be any issues or confusion when the real SDK comes out.
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04-09-2009, 09:38 PM
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#18 (permalink)
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Join Date: Mar 2007
Age: 39
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Re: Pre SDK - How to set up Hammer for L4D
Actually upon further review, all the tools are there, just in some cases you have to jump through an extra layer of hoops you hopefully wouldnt have to if we were using the real sdk.
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04-14-2009, 03:24 AM
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#19 (permalink)
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Join Date: Jan 2006
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Re: Pre SDK - How to set up Hammer for L4D
Has anyone made use of the L4D Authoring Tools and can explain what else it does aside from the pre-SDK? I've recently seen some mappers start spending a lot of time in it.
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04-19-2009, 12:36 PM
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#20 (permalink)
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Join Date: Mar 2007
Age: 39
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Re: Pre SDK - How to set up Hammer for L4D
Quote:
Originally Posted by Avs
Has anyone made use of the L4D Authoring Tools and can explain what else it does aside from the pre-SDK? I've recently seen some mappers start spending a lot of time in it.
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The authoring tools aren't released yet, they are still in private testing, but essentially it is the normal sdk with some improvements specific to this title. (everything below here is guesses, but probably pretty good guesses.)
Quote:
From what we know or suspect, the SDK isn't just all the scripts and props to use in Hammer. It also comes with Valve's own "Movie Maker" so mappers and modders alike can create their very own intro (and exit) scenes like we see in all the official campaigns currently available.
Apart from that we will also be able to create the "Movie Posters" for the loading screens, showing each character and the name of whoever will be controling each character.
There should also be a crescendo creator to help modders create crescendo events, tools to make saferooms workable with as little fuss as possible and a variety of other features that is still unknown to us.
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04-19-2009, 03:14 PM
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#21 (permalink)
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Join Date: Jun 2007
Location: Finland
Age: 20
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Re: Pre SDK - How to set up Hammer for L4D
Sounds cool.
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