It is currently Tue Mar 21, 2023 5:16 pm
Armageddon wrote:How do you make brushwork ScarT and choose primitives and entities to place?
New release is out! This release has some nice additions made by users Mozartkugeln and MaxED, so a big thanks to both of them for helping make Sledge better!
Got lots of features here:
Major features
- New Arch brush feature: smooth ramps
- Added experimental 3D rotation widget (currently only available during rotation mode)
- Render entity text in the 2D views (when zoom level >= 1)
- Entity angles are now shown in 2D viewports (when zoom level >= 0.5)
- Viewport window grid layout editor
- Support for multiple viewport windows (multi-monitor support)
- Add feature to capture a screenshot of a viewport. Fixes #149, fixes #97.
- Added favourite textures in the texture browser. Fixes #14.
Minor features
- Null textures are not tested during selection when they are hidden. Fixes #147.
- Set the bounding box of model entities to the size of their display model. Fixes #148.
- Clip tool now cycles between which side of the clip to keep. Fixes #48.
- VM tool now cycles between which types of points to show. Fixes #128.
- Double-clicking a texture in the texture application form will apply it
- Added a setting for rendering the selection box with dashed lines
- Added a setting for requiring a mouse click to move the camera when space is down
- Allow for decimal precision in numeric brush script controls. Fixes #127.
- Add an option to allow users to toggle rounding of created brush vertices. Fixes #131.
- Add missing hotkeys for carve and hollow. Fixes #132.
- Added axis text to the 2D viewport labels
- New 16px icon set
- Lots of other minor features
Bug fixes
- Fixed a text rendering crash on older graphics cards
- Fix for rendering issues on old ATI cards
- Make "center views on selection" work when nothing is selected. Fixes #134.
- Update the merging and vertex grouping logic in the VM tool. Fixes #139, fixes #140.
- Ignore clicking in the 3D view when space is held down to control the camera. Fixes #135.
- Fix error in the grouping actions. Fixes #130.
- Fix several issues on the texture application form.
- 3D camera can now be moved up/down using Q/E keys.
- Arrow keys can now be used to move the viewport camera in the 2D views
- Lots of small performance optimisations
Armageddon wrote:It's pretty much a 1:1 Hammer recreation with a few bells and whistles on top of it. There's no displacements because it only works for GoldSrc at the moment. Why would Sledge have physically based shading???
plagueofburia wrote:A...I don't know perhaps because everything will eventually veer towards PBR in these mapping programs. As this is an open source program, I think my question had validity. I wanted to have the clear distinction between the two. I do know now that source has it sets of shaders and more advance engine like UDK has its source of shaders that incorporate PBR.
TKAzA wrote:Is this anything like?
http://www.moddb.com/news/jackhammer-ne ... blic-alpha
How do they compare?
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