on 12-09-2004 11:59 PM
I've been mapping with it since the Source SDK launched.
It's pretty much the same old Hammer, with some improvements.
One thing that urks me though, is the way you have to create custom "materials" for the Source Engine. You need your base texture (and whatever else you have, bump, etc) in TGA format. After that, you have to create a text file that explains it's custom compile attributes (ie; $skybox). This texture file is required for texture compiling.
After that, you either have to manually drag/drop files or create a batch file, which calls to the vtex.exe application. This creates a VMT file and a VTF file. The VMT file is yet another text file, which dictates what properties it has for the engine. Here's a snippet of one:
So what this dictates, is that the texture, "additive.tga" from the /sdk folder, is NOT lit by lightmaps (UnlitGeneric). The $basetexture call, tells what tga file it's referring to, and the $additive call makes the texture render additively.
While that example is pretty straight forward, it becomes rather convoluted when you have to create a water texture, for example. For this, you have to type out base texture names, normal map names, shaders, etc etc. It would be far better to have a GUI interface with sliders, so if you want water that is foggy at 40% depth, just slide that bar over four notches.
This texturing process is the biggest headache for Source. Aside from that, it's not much differant than developing for HL1. There are also about 50 new entities to mess around with, including the lovely physics entities [img]/images/graemlins/wink.gif[/img]
Hope that clears things up slighty [img]/images/graemlins/tongue.gif[/img]