Re: Dota 2 Workshop Tools Alpha Release

19
This is pretty freaking exciting news! I plan to spend the weekend learning as much as I can about the new Hammer. Not crazy about dota but I plan to carry on mapping for a future FPS release. It will give me time to get my feet wet with mesh creation and material usage.

I've leached so much great information off of Interlopers in the past 8 years or so and I hope that this will again be the go to place for everything related to Valve level design. The dev wiki only takes you so far.

It already looks like there have been some huge leaps forward in Source 2. No more brush based levels and we can now build at a much more complex level using meshes. We no longer need to worry about sealing off the level and filling empty space with NoDraw brushes. Not sure what the future holds for hints/skips. I imagine we will still need to help the engine in some way to tell it what to render, but hopefully it is much more intuitive. I hope the main concerns for optimization are mostly polycounts.

It would be great to see some design challenges that focus on building basic structures in the new hammer editor, just dev textures to start. For instance, the first challenge could be to build a bridge as was demonstrated in one of the tutorials. https://developer.valvesoftware.com/wik ... _Editing_2
The goal would be to create a great looking bridge while keeping polycounts reasonable. Even if it were not a full blown challenge, it would still be fun for even a few of us to give it a shot and compare results. Seems like a great learning opportunity. Let me know what you think.

Re: Dota 2 Workshop Tools Alpha Release

24
Has anybody had any luck making conventional displacement geometry?

I get the tile editor is pretty sweet, but I can't for the life of me get the standard things like sewing, subdividing etc to come up at all. It just feels like they've stripped out large portions of the hammer tools that we've grown so accustomed to because they're entirely unnecessary for dota2.