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For now. The SFM was only for TF2 and people figured out how to import content from other games into it. It's likely they'll managed to get it working for other games but it'll be pretty buggy.AND IT'S ONLY FOR DOTA 2
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Getting content from other Source games is as easy as dragging and dropping (for models and materials. For maps it usually requires entire recompiles). This is different though. Hammer needs FGD files to know what game it's supposed to be mapping for, and people aren't sure if this new Hammer is compatible with non-Dota 2 ones. Hell, it uses new filetypesIn terms of UI and presentation it more closely resembles something like the UDK. Which is okay but the UDK already came out several years ago and Epic is already making their next engine. Valve's a slow compared to their competition in this case, and likely will be til they release a new engine.
For now. The SFM was only for TF2 and people figured out how to import content from other games into it. It's likely they'll managed to get it working for other games but it'll be pretty buggy.
.bsps are the final compiled format iirc, and this editor very likely shoots out .bsps as soon as you compile a map. You can import those into Hammer but they usually come out all fucked up. .vmfs have been standard for saving and loading an incomplete map that you haven't compiled yet.Getting content from other Source games is as easy as dragging and dropping (for models and materials. For maps it usually requires entire recompiles). This is different though. Hammer needs FGD files to know what game it's supposed to be mapping for, and people aren't sure if this new Hammer is compatible with non-Dota 2 ones. Hell, it uses new filetypesand I don't think it uses BSPs anymore
Pw0nageXD said:It's not source 2 like, it's Source 2. The build path was dota2_source2_win64build
Think half life source. They stuck all the Source content into source 2. It's all dx11 and shit.