How do you want hammer integrated with scenes? #4297
Replies: 5 comments 9 replies
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Option #2, have an in-scene replacement for Hammer. Everything would be done in C# as well which would allow for faster iteration in the future. |
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The plan is already 1 first and then 2. |
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Integrating Hammer with the scene editor... yes that could be good. But IMO the idea of getting rid of Hammer is dumb:
Just my opinion as always 👍 |
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As someone who's actually been making games with s&box (whether i use hammer to model or for maps or both) I love hammer, but I'm very eager to see it leave. Hammer is a great toolset, but there's no reason why Facepunch can't make a similarly feature rich toolset that works best for the s&box workflow. Hammer was made for FPS games, so it caters towards that. We don't need a lot of its now ancient features such as entities, baked lighting, or anything else that isn't required for s&box. I'm also sure it's much easier for them (and favourable) to create new tools rather than work with the spaghetti code that makes up Hammer. The end result is going to be an improved modelling/mapping tool that has near feature-parity with Hammer and is built in whatever way Facepunch finds works best for the new workflow (could take some iteration like other systems in the past, but that's all part of the process). That's also not to mention that once Facepunch builds their own toolset, they can make sure users are able to extend it in whatever way they want. Meaning you'll have more control as a developer than you ever had over Hammer (custom tools, panels, views, ect). This is a future I'm looking forward to that Hammer locks me away from as it stands. |
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So far the options I've got are:
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