Source SDK question.

Puzzlemaker

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Question:

What is so bad about the source SDK? I hear people complain about it. I hear people say that if you take the rocket launcher out then the combine AI doesn't work (I think I saw the code for this... its to make sure the combine dont use the rocket launcher to clear a box thats blocking their way...)

So whats so bad or diffrent about it? Oh sure, the rocket launcher thing is annoying, but that should be really easy to fix. And if the Source SDK is so bad, why are so many high-quality mods being created from it?
 
I'm no coder, but I think what you described is similar to the situation with Star Wars. Die-hard Star Wars fans love the movies, but a lot of fans hate everything about them. Many criticize George Lucas because of his 'changes' or inconsistencies, but they really don't mean it. Star Wars is without a doubt a very popular and captivating movie, just as the source SDK is a very powerful tool for mods. People like to complain about things, and insult other people. That's about it.

That probably sounded really stupid, but that's how I feel.
 
Hmm, I kind of feel the same, but so many people where complaining about it I was sure I was missing something.

:upstare:
 
Yeah, its true, the Rocket Launcher is required. Although, its the Rebel's AI that depends on the RPG code. That, and Func_Tank and the Gunship.

Still, its easily fixed by commenting out a few lines. Source is not the easiest thing to get working, but it has a lot of power behind it. I've managed to turn it into an RTS. It's pretty much whatever you want to shape it into, as long as you're strong enough to shape the clay.

And yeah, people love insulting other people, especially if they're not very good at modding.

-Angry Lawyer
 
There really are some horrific things going on. For instance, when exporting a model, the tool takes the pivot defined in the program and performs transformations against pivots in the animation SMDs on compile. Which could effectivly bork the HELL out of your animations (as ive experienced). Also, doo luck getting the normals and lighting to export properly first time...
 
I have not had any major issues with the SDK as of yet.

The structure and com line system is well developed by Valve. Everything I have implemented so far has been flawless.

There are many sloppy coders without patience, so its logical to assume that their opinions are biased and benine.

On physical applicated use, there are a few issues...

Hammer really is out-dated, and has a lot of disabled or commented features right now. Valve needs to implement a better model filtering system, which would allow for streamlined model input.

Especially because props are so important for Source, it feels a bit like an after-thought in the execution of inputting said props into hammer.

It is not terrible by any means, but there is room for improvement.

There are a few other major issues, but I am sure it will all be improved/fixed with time.
 
The way Hammer handles models is terrible. Viewing them is only possible with a (generally crap) thumbnail jpg, and manipulating them in any reasonable manner isn't possible because they only show up as bounding boxes. Display the goddamn meshes!
 
Yeah, UnrealEd got model viewing correct donkey years ago.

Maps nowadays should be largely made up of models, but the way it seems to be going with Source is that everyone's just using detail brushes to make little bits of dodgy geometry instead of props. If it was easy to get a model in I think a lot more people would use props.

But like Pi Mu Rho says, when you eventually get a model into hammer, all you can see is the bounding box, which means getting repeatable props such as fences to line up is a damn nightmare, especially when one of them is rotated 45 degrees.
 
I've never had a problem with lining up models and placing them, if you zoom in close enough you can actually see the model and not a solid bounding box. Maybe it's a hammer setting (don't have a copy right now to look at..) or a older video card and hammer just won't render it for you because of that..

My 2 cents..
 
Yeah, I haven't had any problems with seeing models in hammer, they show up just fine. Maybe you need to increase the model draw distance? It defaults to 400 and I made it 5000 so I can see models from really far away. You can change it in the hammer options under the 3d views tab. Here's a screenshot from sdk_d1_trainstation_01.vmf: http://img370.imageshack.us/my.php?image=16go.jpg
 
swisher said:
I've never had a problem with lining up models and placing them, if you zoom in close enough you can actually see the model and not a solid bounding box. Maybe it's a hammer setting (don't have a copy right now to look at..) or a older video card and hammer just won't render it for you because of that..

My 2 cents..

I'm talking about the 2d views, not the 3d one. They always show up as a bounding box in the 2d views.
 
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