pokenow123
Medic
- Joined
- Dec 30, 2012
- Messages
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- Reaction score
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This thread is obsolete, please visit this version instead
Source 2.0 confirmed by SteamDB (http://goo.gl/5cdaQH)
Dota 2 Source1 vs Source2 Cvar List (https://www.diffchecker.com/kjbjtvor)
All tools are currently running on 64-bit, 32-bit support coming soon
.vmf's are now .vmap (Valve Map)
.vtf's are now .vtex (Valve Texture)
.vmt's are now .vmat (Valve Material)
Hammer 2 Features:
View Options:
-2D Top
-2D Side
-2D Front
-3D Wireframe
-3D Fullbright (http://i.imgur.com/tS7GB6i.jpg)
-3D All Lighting (Real-time lighting?) (http://i.imgur.com/VC9Ets3.jpg)
Hammer 2, by default, only has 2 viewports
You can now select objects by its: Vertex, Edge, Face, Mesh, or Groups
There is now an Undo History
Object Properties are now located on the bottom right (by default)
Selecting an object will reveal its properties based on what it is (Entity or block)
A new assets browser can be used to view and modify Materials, Overlays, Models, Particles, and Prefabs
There is a new scaling tool, allowing for more easier scaling of objects
Editing prefabs while viewing the parent map is now possible (Image)
The Hammer size limit is still the same (32768x32768 units), it could be increased as newer Source 2.0 builds are released
The 3D view for hammer now renders a grid
Loading a map with missing textures now shows a red wireframe instead of a white blank block
.vmf (Source 1) files can still be opened and edited. It is currently unknown if you are able to save it as a .vmf.
Everything done in Hammer is real-time, allowing for faster compiling times (Similar to Unreal Engine)
The Dota 2 Tile Editor allows for Starcraft-like map making, entities such as spawns, still need to be loaded from a prefab or created from scratch
Mr. Obsolete, now in HD! http://imgur.com/Ro0aK5O
New Hammer Icon! http://imgur.com/G9IbgjH
Textures for Source 2.0:
vmat is the new replacement for vmt's
.vmat example:
Texture Editor Screenshot: http://imgur.com/RykfHXw
Sound Editor for Source 2.0:
Neogaf members have discovered bits of code hinting to a Sound Editor within the SDK
At the time of writing, a useable Sound Editor in the SDK is not available
Left 4 Dead 3!:
L4D3 files in core located in core folder of dota_ugc
Left 4 Dead 3 files found! climb.vmat (http://imgur.com/3HqIpA0)
Neogaf and other sources reports L4D3 code in many vscripts
A flashlight texture file in the "effects" hint to a similar flashlight as the ones in previous Left 4 Dead
A fair ticket can be found in the "particles" similar to Left 4 Dead 2's "Dark Carnival" Campaign
Team Fortress:
Thumbnails to the "Meet the Medic" Short are in the core files
A heal sign icon can be found in the "particles" folder in the core files
Source 2.0 Features:
There are folders in the workshop tools that point to "win64" with .dll files hinting to Source 2
Folder Location: %steamdir%/common/dota 2 beta/dota_ugc/game/bin/win64
-engine2.dll
-mss64.dll (hinting to 64-bit)
-SDL2.dll
-vconsole.dll (The new console featuring Breen)
-vgui2.dll
-vphysics2.dll
Console screenshot: http://imgur.com/kjJTbl3
Custom scripts are now programmed in lua
In-Game Time?
One of the changes made to the Workshop tools exposed
and
Hinting to a possible in-game time (such as night-time, day-time, etc.)
Other Notes:
The tools version of Dota 2 runs on Source 2.0 (http://imgur.com/aSnpvnm)
Using the "quit" command on the console can cause up to a 1-5 minute hang
.vmap files must be put inside the addon folder to work ingame
More to come...
Here's the video I promised at the beginning:
Source 2.0 confirmed by SteamDB (http://goo.gl/5cdaQH)
Dota 2 Source1 vs Source2 Cvar List (https://www.diffchecker.com/kjbjtvor)
All tools are currently running on 64-bit, 32-bit support coming soon
.vmf's are now .vmap (Valve Map)
.vtf's are now .vtex (Valve Texture)
.vmt's are now .vmat (Valve Material)
Hammer 2 Features:
View Options:
-2D Top
-2D Side
-2D Front
-3D Wireframe
-3D Fullbright (http://i.imgur.com/tS7GB6i.jpg)
-3D All Lighting (Real-time lighting?) (http://i.imgur.com/VC9Ets3.jpg)
Hammer 2, by default, only has 2 viewports
You can now select objects by its: Vertex, Edge, Face, Mesh, or Groups
There is now an Undo History
Object Properties are now located on the bottom right (by default)
Selecting an object will reveal its properties based on what it is (Entity or block)
A new assets browser can be used to view and modify Materials, Overlays, Models, Particles, and Prefabs
There is a new scaling tool, allowing for more easier scaling of objects
Editing prefabs while viewing the parent map is now possible (Image)
The Hammer size limit is still the same (32768x32768 units), it could be increased as newer Source 2.0 builds are released
The 3D view for hammer now renders a grid
Loading a map with missing textures now shows a red wireframe instead of a white blank block
.vmf (Source 1) files can still be opened and edited. It is currently unknown if you are able to save it as a .vmf.
Everything done in Hammer is real-time, allowing for faster compiling times (Similar to Unreal Engine)
The Dota 2 Tile Editor allows for Starcraft-like map making, entities such as spawns, still need to be loaded from a prefab or created from scratch
Mr. Obsolete, now in HD! http://imgur.com/Ro0aK5O
New Hammer Icon! http://imgur.com/G9IbgjH
Textures for Source 2.0:
vmat is the new replacement for vmt's
.vmat example:
Code:
// THIS FILE IS AUTO-GENERATED
Layer0
{
shader "generic.vfx"
//---- Color ----
g_vColorTint "[1.000000 1.000000 1.000000 0.000000]"
g_vTexCoordOffset "[0.000 0.000]"
g_vTexCoordScale "[1.000 1.000]"
TextureColor "materials/dev/reflectivity_40_color.tga"
//---- Lighting ----
g_vGlossinessRange "[0.000 1.000]"
TextureGlossiness "materials/default/default_gloss.tga"
//---- Normal Map ----
g_flBumpStrength "1.000"
g_vNormalTexCoordScale "[1.000 1.000]"
TextureNormal "materials/default/default_normal.tga"
}
Texture Editor Screenshot: http://imgur.com/RykfHXw
Sound Editor for Source 2.0:
Neogaf members have discovered bits of code hinting to a Sound Editor within the SDK
At the time of writing, a useable Sound Editor in the SDK is not available
Left 4 Dead 3!:
L4D3 files in core located in core folder of dota_ugc
Left 4 Dead 3 files found! climb.vmat (http://imgur.com/3HqIpA0)
Neogaf and other sources reports L4D3 code in many vscripts
A flashlight texture file in the "effects" hint to a similar flashlight as the ones in previous Left 4 Dead
A fair ticket can be found in the "particles" similar to Left 4 Dead 2's "Dark Carnival" Campaign
Team Fortress:
Thumbnails to the "Meet the Medic" Short are in the core files
A heal sign icon can be found in the "particles" folder in the core files
Source 2.0 Features:
There are folders in the workshop tools that point to "win64" with .dll files hinting to Source 2
Folder Location: %steamdir%/common/dota 2 beta/dota_ugc/game/bin/win64
-engine2.dll
-mss64.dll (hinting to 64-bit)
-SDL2.dll
-vconsole.dll (The new console featuring Breen)
-vgui2.dll
-vphysics2.dll
Console screenshot: http://imgur.com/kjJTbl3
Custom scripts are now programmed in lua
In-Game Time?
One of the changes made to the Workshop tools exposed
Code:
GetTimeOfDay
Code:
IsDaytime
Other Notes:
The tools version of Dota 2 runs on Source 2.0 (http://imgur.com/aSnpvnm)
Using the "quit" command on the console can cause up to a 1-5 minute hang
.vmap files must be put inside the addon folder to work ingame
More to come...
Here's the video I promised at the beginning:
Last edited: