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File: 250px-Hammereditor.png (83 KB, 250x250)
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Hey guys, new to the 3DCG board.

I understand a lot of it's about modeling, but I've got a different question to ask. What do you think about the Hammer Editor?
Do you think it's a decent tool for what it was made for?
What would be the new Hammer Editor of this generation?
Is there anything you would change about the tool?

I wasn't very sure if it was /v/ related or /3/ related. Either board, I suppose.
>>
>Do you think it's a decent tool for what it was made for?
yes
>What would be the new Hammer Editor of this generation?
source 2 hammer
>Is there anything you would change about the tool?
not sure

hammer is a chopped up version of unreal editor. its more simplified and friendly. the srcgold engine have some advantages over the old quake engine
>>
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Vanilla GoldSrc hammer is super old and outdated but J.A.C.K is a very very nice upgrade and can map for Quake1,2,3 as well.

Source Engine hammer seems to get more buggy and shitty as time goes by (well everything Source engine is going to shit especially post-steampipe)

Source2 Hammer does look promising and has a lot of cool features but valve did fuck all for too long and Source2 is still not properly released nor ready and is basically DOA. Valve should have pushed out S2 back around 2011~2012 but its too damn late now as all the sourcemodders moved onto UDK since they realized valve doesn't do shit anymore and is letting source rot.
>>
>>590246
>Do you think it's a decent tool for what it was made for?
Yeah, even today you can make some fucking amazing looking things
>What would be the new Hammer Editor of this generation?
Source 2 hammer is looking pretty great, hopefully there will be game I'm interested that will use it soon
>Is there anything you would change about the tool?
Remove a lot of the limitations, reliance on third party programs to do basic shit, preview the map in real time in the view port

It's a really great editor and one of my favourites but all the limitations compared to any other editor made in the last 10 years really bring it down today.
>>
>>590246
>What do you think about the Hammer Editor?
radiant style software.
it's pretty horrendous compared to others.
>Do you think it's a decent tool for what it was made for?
no.
q3radiant was better at the same style of task.
>What would be the new Hammer Editor of this generation?
hopefully fucking nothing since we no longer need that style of level editor.
>Is there anything you would change about the tool?
yes.
i would make it so you didn't have to draw your map with brushes and could just box model instead.
brush based level editing is so shitty and it's a wonder they ever did it that way in the first place when all the models for hl2 were made in maya.

one word, curves.
>>
>>590246
>Do you think it's a decent tool for what it was made for?
What it was made for was super low poly work 20 years ago. So in the context of that time period, kind of; but even back then you had Radiant and Unreal.

For a modern tool it's terrible (VIS issues, UV mapping is archaic, import pipeline is a joke even compared to shit like Unity)

>What would be the new Hammer Editor of this generation?
Unity. It's clunky and a bit shitty to work with.

>Is there anything you would change about the tool?
Drag and drop FBX import with auto LODing; lightmapping for model objects (although that's more of an upgrade the engine needs); being able to view everything in a single window
>>
>>591539
you entirely don't understand the purpose of BSP trees and BSP brushes
>>
>>591592
i understand them perfectly, anon.
you don't understand that they are shit.

hammer is trash tier software.
>>
>>590246
>Is there anything you would change about the tool?
I want scalable props. Also, like >>591543 said, the import pipeline is a disaster. Anyone know of a detailed guide to import custom prop_dynamics?




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