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| Gaben confirms Source2 engine |
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| Masterlegodude:
I want models to have a total of 64 available slots for SMDs, the current of 32 or whatever is not enough space for 36 bodygroups (it's the only way i can make the hands on my clock model to be adjustable, all other ways have failed, so yeah, i want a higher bodygroup limit just for one insignificant model :cookieMonster:) |
| Kalphiter:
--- Quote from: Aphtonites on November 12, 2012, 11:41:01 AM ---please increased map size limit increased map size limit increased map size limit increased map size limit :panda: --- End quote --- An ACTUAL modding system haha yeah right Valve doesn't care about modding, it cares about money. |
| dkamm65:
--- Quote from: Kalphiter on November 13, 2012, 09:25:43 PM ---Valve doesn't care about modding, it cares about money. --- End quote --- http://steamcommunity.com/workshop/ You're not even a good troll. |
| Saber15:
--- Quote from: Aphtonites on November 12, 2012, 11:41:01 AM ---please increased map size limit increased map size limit increased map size limit increased map size limit :panda: --- End quote --- more like an editor that isn't from 1998 hammer is terrible. compare it to something more modern like the crysis sandbox with its real-time lighting and in-game testing and hammer feels ancient. |
| Marcem:
--- Quote from: Saber15 on November 13, 2012, 09:44:51 PM ---more like an editor that isn't from 1998 hammer is terrible. compare it to something more modern like the crysis sandbox with its real-time lighting and in-game testing and hammer feels ancient. --- End quote --- 1996* I actually do really like hammer though. Something with the same controls/editing style with added realtime lighting updates would be great. As long as it's still brush based. That's something I absolutely hate about modern engines. Level design is becoming really boring with the only theme being "currogated metal or concrete buildings in terrain". Plus, what's the point of having something not require compiling for lighting and such when it's entirely model based? You still have to compile models and such, so you're not getting much of a benefit. Also, you can't design a good level with models. It's not easy to knock out a layout to test. In game testing sucks right now. I would very much rather run the entire game each time I want to test. You cannot test a map properly in a viewport. Sure, you can check if you screwed up, but that isn't a problem when you're building it in the engine, that shouldn't happen like it does now. |
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