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Showing posts from 2013

Work on it until you are sick of it!

People work on mods when they have spare time, and when they feel like it. But since last week, I've been working almost non-stop on PUNT since the art style change. Non stop development since November. There was always something I was doing for PUNT. To make developing easier, I composed the puzzles as separate maps and then later stitch the maps together. This would be slapping level transition prefabs to the ends of the map and re-saving under the final name. But while developing the chambers, I configured the 2009 tools to work with PUNT with a work around with appid and file reading. This gives me the availability to use instances which are the most useful thing when developing a mod, and a better model viewer that lets you see the loaded vmts. During the finalization process, the doors and other instance-able elements will replace the prefab counter parts, and the level changing prefabs will be slapped on. I already did this to some maps so far, but not all the beginning ma

The Little things...

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It is not the big things that are an issue, it is the little things you can live without that are. The little things that are nice to have, seem easy to implement, but you end up making a bunch of nonsence to get it to work. This may not be with Hammer I/O, but as I learned with PUNT, it can be with code. Last night, I finally tackled something I wanted to do with the PUNT cubes in a while, and that is to make the player be able to pick up the cubes without the Puntgun. Why? Because how I modded the physcannon code, the pickup system is not the greatest. First, there was an animation bug, and no matter how many think functions, bools and other filters I placed, the bug kept coming back. When picking something up with the Puntgun, if you were to double click to pick it up, the model would animate to pickup and drop although the cube remained held.  Another thing is that randomly, the box would FLY across the map towards you if you tried to pick it up from a far. The pickup dista