nub wrote:I feel like Valve really needs to take a look at this for when they decide to release the SDK for Source 2. Whenever that gets released. Hammer's displacement tools are just awful. So many issues and lack of functionality. Depending on how different Source 2 is, we might get an entirely new system for terrain entirely.
Only time will tell what they will do. I personally don't like the Hammer tools for displacements... but even if they update the editor to handle them differently, I'm fine with the underlying format.
As far as I'm concerned, I just wish Valve would recognize the work I've put into making new ways of building assets for Source.
zombie@computer wrote:If Valve creates an external editor for their new engine they are out of their minds.
Considering how long they've used Hammer... I wouldn't expect them to seriously consider a new editor. My guess is that they will enhance Hammer at some point... I rarely use Hammer but when I do open it for testing, I am amazed at how much it lags. They need to address the viewport performance before anything else at this point!
SM Sith Lord wrote:I want to use this collision hull generator, but it depends on Convexity, and Maple3D.com says Convexity is no longer in development.
http://dev.wallworm.com/topic/19/hull_helper.htmlIs this feature ready to use yet or what is going on here? :S
Sorry, that link had out-of-date information. When I started Quick Hull, it was in conjunction with Maple 3D's upcoming tool. But as the release of that tool kept getting pushed back, I implemented my own version inside Wall Worm. The Quick Hull functions are just part of later versions of Wall Worm as long as you have a version of Max that has the NVidia PhysX plugin or the rebranded in-Max tools called MassFX.
Here is a more helpful
page on Hulls ... though it probably needs to be updated too.
PS. I also updated WW yesterday to fix some bugs and enhance the VMF/MAP importers.