Alpha 2.1 of the TSRA. This is still an alpha release, you may experiment issues.
Hi everyone, there was some expected problem with the Portal 2 SDK ( Authoring tools ) By expected I mean that I knew it would start to be problematic.
Basically, what's is happening is that the Authoring tool crash too often to allow me making any progress without losing my sanity. Since I use a lot of custom content Mainly from BMS, mostly for testing purpose and because it's free. hammer now crash almost every 20 seconds which make almost impossible to work properly.
I've decided to work in the Source SDK 2013 and set it up for Portal. So far, It work properly but It will also prevent me from using different features Portal 2 use often. Such as different Shaders and entities like the Portal door which is fun to use to create impossible space.
So I am mainly testing different things since a while.
there isn't much progress for the maps side. But there is a good news. The Storyline ( the beginning ) is almost complete. As you might know, I changed the beginning a few time and tried to get something cool. Now, I got it. ( almost ) I need to figure out a few things which is very important. ( I am still trying to figure out how I will introduce the first set of choices) But the rest is figured out.
Hi everyone, as many of you might have noticed in the last few days, Source 2 has been released. The new hammer editor which is currently only working for DOTA 2 will have a very good effect on the development of Abyss.
If you didn't know it yet, the New Source Engine is currently only working with DOTA 2. changes might come with new games, but that's not why I am here talking about it.
This new engine allow us to convert any Brush into an actual model and convert it back to Source 1. The engine also allow us to modify existing models and convert them back into the good old format for Source 1.
It will be very useful for the development of Abyss because I always require different custom made models to help reducing the brushes or for adding more details, etc...
I will basically use Source 2 as if it was Propper but even better.
This was an unexpected new and I am very happy of it.
The only problem I've seen so far is that I will need to set the texture in Source 2 and the UV maps. It should be possible to do the texturing work in Blender for instance.
Source 2 is awesome. I wish It was compatible with Portal 2 because I would create it all in it.
The development might get faster for a time.
So, briefly. I will model most of my stuff in Source 2 then import it back into Portal 2 SDK.
Thanks for your support!