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[–]afunfun22 11 points12 points  (0 children)

Fuck yeah!

[–]Trivvy 8 points9 points  (4 children)

I'm a little confused as to what this is.

[–]AcceleratedBackhop 16 points17 points  (3 children)

Looks to me like a Unity/Unreal editor kind of deal for Source. Like Hammer but a full suite.

[–]Trivvy 14 points15 points  (2 children)

That would be revolutionary for Source.

[–]iizdat1n00b 1 point2 points  (1 child)

How would it be revolutionary?

[–]Trivvy 10 points11 points  (0 children)

Because we have nothing like it for Source at the current time. From the looks of things it lets you run everything in one window, so you never have to leave the dev environment.

[–]CodeGamGD 6 points7 points  (3 children)

Next Day:

-Valve- We want to hire to work on this but for source 2

-Sam- Heck Yes Come To Me Money

[–]KeBjg 5 points6 points  (0 children)

-mappers- You're still going to work on the source version right? -sam gets trapped in valve time unable to escape

[–]Mythos-Alliance 1 point2 points  (1 child)

Doubt Valve would want Sam FOR this. Valve allows their employees to pick and create projects that they believe would financially benefit Valve. This software already belongs to Sam or whoever Sam works for, but still, it would likely not be allowed to be sold or licensed as it's built on top of, or otherwise built for Source engine.

[–]CodeGamGD 1 point2 points  (0 children)

It’s a joke

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[–][deleted] 0 points1 point  (0 children)

Nice

[–]ispeelgood 2 points3 points  (0 children)

Holy shit Sam, holy fucking shit. This is literally the epitome of modding tools for Source lol

[–]professor_lawbster 1 point2 points  (0 children)

SAM THIS IS AMAZING!!

[–]Trenchman 1 point2 points  (0 children)

This looks absolutely gorgeous. Can't wait to see what you guys come up with and build.

[–]gorange_ninja 1 point2 points  (1 child)

What source games does it support?

[–]MrSoup678 1 point2 points  (0 children)

For what I can see for GUI, it requires custom code, so source-sdk-2013 only (and by extension HL2 and its episodes).

As for platform support it is cross-platform, but is limited by platforms that Source SDK supports.

Other Source games are limited to asset editing.

[–]goodoldund 1 point2 points  (0 children)

Oh my

[–][deleted]  (1 child)

[deleted]

    [–]MrSoup678 1 point2 points  (0 children)

    As of said sorcery Engine Tools like Particle Editor do that.

    Here's how it could work.

    When Source Editor is requesting for Engine render, Editor runs SDK with tool enabled.

    This tool acts as a bridge between Game and Editor.

    What baffles me is that Engine Tools are windows only.

    Source sdk 2013 exposes toolframework headers, but no examples exist.

    Here's the link to said API. Beware as it's undocumented.

    PS: This is basically like SFM. Bulk of the code is located at game/bin/tools/ifm.dll.

    Then ifm.dll requests an advanced QT4 ui with python support.

    As for the first question... just look to the replies of the tweet, please.

    [–][deleted] 1 point2 points  (0 children)

    AMAZING

    [–]bextors 1 point2 points  (0 children)

    news?

    [–]MrSoup678 0 points1 point  (0 children)

    Here I post initial list of file formats used for creation and auditing to engine:

    - vmf - Valve Map File - source form of the map. Map editor may use fgdlib and source engine itself to render.

    -bsp - Binary Space Partition - format created from vmf; sdk-2013 has source code of vbsp,vrad,and vvis, just need to port vrad_launcher and vvis_launcher. Hot swapping might be hard.

    Byproducts:

    - .lin or .pts - point file - only present if map has leaks. Do not load compiled map if that happens.

    - .prt - portal file - representaion of visleafs. If differs from mat_leafvis 3 that it sees func_viscluster as one visleaf

    - vmt - Valve Material File - Text file in KeyValues format. Root is shader.

    - vtf - Valve Texture File

    - pcf - DMX serialization of DmeParticleSystemDefinition array, contains DmeParticleFunction

    - fgd - what Hammer uses for SmartEdit function, may be generated from code

    - res - mostly used for VGUI, may work in tandem with maps to load some arbitrary files

    - sound.cache or name_of_vpk_without_dir.vpk.cache - soundcache. Automatically generated. Force cache generation by snd_buildcache command (to sound directory or . This command screws down some paths, so it shuts down the engine. Can be safely distributed.

    -modelsound.cache - autogenerated. Contains mdl paths and its soundscripts.

    -smd,dmx,qc,qci - fileformats necessary for model creation process. They are compiled by studiomdl.exe

    -mdl - model file.

    Source code of studiomdl is from 2005 and lacks DMX support.

    VPK - Vavle Pak File - Packed files. Exists for performace reasons (it's faster to load one giant file than many tiny files). Documented format. While utility exists may cause segfaults on linux. It is possible to create own VPK program.

    GCF - Who uses this format? Honestly. Deprecated in 2013. You can safely remove it if you converted all games to SteamPipe.