
Mr. Happy wrote:I really don't understand what people find wrong with the Source tools ... The reason there isn't an official one is that they license alot of stuff like that, .. let's them change the LOD and mip-map settings on models and textures while in game? Of course most of the whiners probably don't know what that even means...
I cannot think of a single financial reason why valve couldn't release better tools due to licensing. UDK, their main competitor for that stuff is free for non-commercial use. and that's an entire fucking standalone game engine.
As a 'whiner' who knows what that means, why its useful I'm telling you that UDK's advantages have nothing to do with it being next gen. What I'm arguing is that even if you took away the graphical fanciness, it wouldn't revert back to the horrible UnrealEd 2.5 GUI - it would still be a phenomenally useful development tool that laps source a hundred times.
Mr. Happy wrote:Honestly, I'm sick of people talking about Sandbox and UnrealED as if they are perfect. Sandbox is useless as Crysis can't be run on any computer in a pretty state, and UnrealED might have tons of bells and whistles but it's core functionality is absolute CRAP ... the basic Unreal BSP system is stupid ... Tediously model everything even if it would look just as good as brush geometry? ...
Sandbox is has some convoluted ways to get started on a map, but thats because its designed to let you get right in and change every little detail. I agree its too high end for this discussion - it has a lot smaller niche, so lets leave it out of this comparison. UDK (and it is UDK now, not unreal ed.) does have an unintuitive brush system, but most of a good looking level isn't brushes. Even making models as simple as brush geometry, you get alot more control over it as a model. You keep saying that people who complain need to 'Learn how to use the tools!' but you're big complaint over UDK stems from you not getting used to and learning the tools (which at the end of the day, are simpler.)
Mr. Happy wrote: If you think you can't make something as good looking in Source it's because of your OWN lack of skill and talent.
Source isn't designed to run well on most systems. It was designed to run well on good gaming PC's of the time when HL2 came out, Valve never saw the need to update drastically, because they didn't need a new engine. They ahve a bigger playerbase aiming for lower spec machines. That's fine, good graphics don't make a game - but the tools themselves are just as outdated.
Mr. Happy wrote:Hammer is extremely efficient and easy to use, and who cares if there's no instant jump into game, a properly made map takes ten minutes to compile with full rad and you can alt-tab to a minimized windowed game window.
Hammer is the most inefficient comercial engine to work in from the last five years. In UDK you wait ten seconds and you can play your level in the viewport.
Mr. Happy wrote:Maybe it's just that I've been using these tools for ten years, but I find unrealED slow, cumbersome, poorly designed, and just plain bad. If you think it's easier to use that's just because you don't know what your doing.
I'm telling you, as someone who used source for years, and UDK for a month, UDK is a dream come true.
Mr. Happy wrote: We are all-in-oner's. We need integrated tool sets more than a studio does because we do everything ourselves. A texture artist at a studio can make a thousand textures and then batch import them while the level designer does his work without worrying about that stuff, we do it one at a time and all ourselves.
We need integrated tool sets more than a studio does because we do everything ourselves.
We need integrated tool sets more than a studio does because we do everything ourselves.
We need integrated tool sets more than a studio does because we do everything ourselves.
THIS IS EXACTLY WHAT UDK IS AND THIS EXACTLY WHERE SOURCE FALLS ON ITS ARSE.