Sweet! Really need to delve into SFM, too many maps and models to make though.
[Steve] wrote:The new hammer icons are pretty interesting . What features would people like to see in source2 ?
Agree with most everything everone has said except stoopdapoop. My understanding is that vistables are still very useful, since they are extremely fast. The only issue is that they can be difficult to build for. Unreal uses "precomputed visibilty volumes" for mobile games since they help so much. Would it not be fastest to run vvis and THEN use occlusion culling? What I think is really needed is better vvis algorithms to take the stress off the designer in optimizing the tree.
Tools I'd like to see:
* Simpler/easier leaftree construction
* CSG surface occlusion (CSG surfaces "casting" occlusion)
* CSG remaining as a geometry construction method (so easy!)
* * Planar brushes (single planes)
* * Ability to split volume brushes into planar brushes
* * Compound brushes (in-editor CSG) as an OPTION (not an editor defining methodology)
* * Once you have planar brushes, normal inversion is obvious (basically, all the sweet features of JupiterFX and UnrealEd and Hammer combined)
* * Re-triangulation of brushside plane definitions on exiting clipping tool/deselction of brush in vertex tool
* Bezier/CV/CP/Linear path creation and full reparameterization of path style entity chains
* in-editor object keyframing
* Assignable hot-keys
*Nodegraph editing of logic (see Kismet)
* * Right now logic is based on "impulses/signals", would like better ability to read states and/or automatically execute functions
* * A second visual interface for editing VScript
* More in-editor help, tool tips, and a learning path
* In-Game editor (could be annoying if programmers break game, because then tools break too) or in-editor game.
* Detatchable viewports and multi-monitor support
* Per-Game window layout saving
* Manifests, whatever those are
* Multiple definable pivots per-object
* Patch grids
* Displacement tools
Import/Export Free Art Pipeline
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* Importing assets easily would be nice, having a hot-key in the 3D modelling app of choice to "send to Source" and a hotkey in Hammer to "send to App" would be betterish (probably need both to solve complex models)
* Need hotkey at all? Editing a PSD and saving it, then tabbing to Max/Maya/XSI makes, that just updates perfectly
* A deeper content management system in general
* Ability to send a brush into the 3D App for reference/collision
* Shape Grammar tools
* * Caves/surfaces with user editable sub-patches
* * Mesh extrusion: make a few rules and pieces and now you can "draw out" railings, tracks, etc.
* Multi-layer texture blending
* Deeper foilage system
* * Spray paint
* * Hand place
* * Rules (i.e. VBSP detail files)
* * Extract rules from hand edited pieces
Random & Minor
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*Grid color controls
*Choose program for FGD editing
*Larger selection handles and other applications of Fitts' law (scale handle as mouse moves towards handle?)
That's most everything off the top of my head...