Major Banter wrote:UDK is a complicated behemoth and still just too awkward for me to use.
UDK is interesting, because it's awkward when moving from the bsp format to the modular mapping style that UDK uses instead. In many ways, modular mapping is far superior. I'm working on a few video tutorials about switching to the UDK engine from the source engine or other BSP based editors.
The source engine mapping tools are streamlined and I love using the tool to work , but everything else (animations, models, textures, particles, etc) has a very fractured work flow and because of this I think the Source engine has failed as a middle ware tool. It is unarguable that valve is probably assessing the fact that very few studios have chosen to license to engine for their own games, and I can only think of 2 games off the top of my head which did use the engine. (Some game involving witchcraft and zeno clash.)
Having said all of this, I think all valve would need to use is make GUI compilers for textured assets / models, make a seperate .exe for the particle editor, and make sure that all compiling tools they make are listed on the Source SDK tools list. The problem for most new users of Valve Hammer is that integrating assets is far too complicated and, ultimately, not worth some of the effort. Because of this, mappers tend to not push the boundaries with their map themes.
These issues of importing my own content and how much of a hassle it was made me transfer my future work to UDK.





This is a Half-Life 2 News & Tutorials website.






