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roadmap.txt
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roadmap.txt
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See Also: https://developer.valvesoftware.com/wiki/Hammer_Feature_Requests
--==Must Have Features==--
Lighting preview
Shadows, room darkness & lightmap errors
Transparent materials proper draw order
Viewport render modes
Wireframe, flat, texture, shaded, shaded & textured
Settings Menu
Keybinds, game config, render limits, default texture, default point & brush entities
Load from VPK
I/O Autocomplete
Use .fgd
Know type of !self
Allow users to choose expected !activator (but expect player & check flags)
Realtime skybox & sun preview
Multiple viewports
Like blender subwindows
Split / Merge
Process .vmt & .vtf
Material flags & texture compression
Thumbnails
Material sounds & impact particles
Proxies (scrolling etc.)
Compile Through Compilepal
QtPyHammer file -> .vmf -> Compilepal -> Release Quality .bsp
One button
Auto-save
Custom QtPyHammer format (.qph, .qph.backup)
Convert to .vmf for compile (or a button for changing devices)
Inner angle more visible when adjusting light_spot
Brightest patch should be instantly clear
Save appearance settings to file
Presets (Lightmode / Blender 2.49, darkmode)
Layouts Tab (detail, blocking, texturing, logic)
Custom Icons
Share with .zip
Undo & Redo
3 point plane clipping tool
3D selection
https://www.opengl.org/archives/resources/faq/technical/selection.htm
https://graphics.stanford.edu/courses/cs348b-98/gg/intersect.html
https://www.youtube.com/watch?v=EZXz-uPyCyA
--==User Requested Features==-- (from the Official Discord)
Mobile version [bikkie]
in-editor particle editor and preview [exactol]
Map tabs [pont]
registering multiple "nudges" with arrow keys as a single action when undoing [pont]
particle browser, zoos & search tags [bikkie]
select brush by material [bikkie]
model browser tags [bikkie]
various grid types: radial, angled ratio [narpas]
disembodied head of gordon freeman to represent other mappers in multiplayer [narpas & yoshimario]
way for a mapper to highlight an area to aid discussions in multiplayer [narpas]
multiplayer moderation tools (ignore repeated pings etc) [narpas]
import custom asset from anywhere (gameinfo independent) [maarten]
text to brush like Sledge [savva]
curve to brush [everyone]
forest fill snap to ground [asd]
forest fill randomly rotate Z (optional) [narpas]
blender2.8-esque view type selector [narpas]
blender vmf editing tools [asd] (wait, is that not what he meant?)
T-junction locating and minimising tools [yoshimario]
more in-depth way of using object groups (selections and visgroups) (see blender collections) [narpas]
wireframe displacements that cannot be selected for sealing & nodraw placement [bikkie]
easy macro creation [bikkie]
materials favourites (shortcuts) (sky, nodraw, trigger, black) [pont, yoshimario, exactol]
group materials in browser by map (optional) [maarten]
blend material "invert alpha" on non-displacements [bikkie]
instance collapse options: create new visgroup, texture lock [yoshimario]
auto-align & scramble textures for beams, stairs and other tedious repetetive brushwork [bikkie]
remember material browser filter(s) across all types (when browsing decals, overlays & general materials) [pont]
auto-generate blend texture preview in material browser [yoshimario]
group faces to share material (not just replace) [narpas]
select faces by material as it's own button, not an obscure function of replace [asd]
preview dynamic prop scale in editor [narpas]
toggleable "symmetrically edit" (mirrored or rotated) [asd]
preview setbodygroup [bikkie & yoshimario]
list named attachment points for models [bikkie]
highlight parent / children of selection [pont]
lines in viewport showing I/O connections [pont]
always store an editor camera in the .vmf (pick up from where you finished in your previous session) [pont]
pan views with middle mouse [narpas]
full preset keybind sets based on other 3D editors [yoshimario]
allow mappers to share their keybind configs [yoshimario]
UI custom colour configs [pont]
alt+rmb texture wrap without reassigning materials [pont]
preserve skin index when changing world model [pont]
?better alignment options? [yoshimario] (grouped brush snapping? materials?)
?The ability to move vertices within fractions, like using Ctrl+M, while editing vertices? [narpas]
--==Nice To Have Features==--
https://tf2maps.net/threads/3-most-wanted-features-for-hammer.37807/
Forest fill (prop family, density, falloff side, sort by tricount)
should be fast & intuitive
Model Copy & Edit
flip prop along axis (some recompile scripts for this are being made)
Brushwork to Model (.smd / .obj export)
Preview I/O Sequence
Payload gates
Timed Logic
Scrub Timeline
Ghost players
Record like SFM
Can shoot recordings (dummy bots)
Rewind & re-take
Think co-Op TAS speedrun
Sentry nest previews
Packed .bsp peek
Updated Crafty equivalent (Nem's Tools)
Detail / scale reference
Copy entities & I/O from packed .bsp / .bsp.bz2
Cubemap / lightmap editing
Copy to locked visgroup (will not compile by default)
MvM Tools
Load Bots from MvM popfile
Scale, Cosmetics, Weapons, Buff Indicators
Visual Popfile Editor?
Sweep tank along track
Wave March
Edit .nav in pyHammer
I/O flowcharts and/or nodes
Fast overlay copy
Keep dimensions & orientation
Assign to nearby faces
Copy displacements to other faces / brushes
Generate Asset Zoo from map(s)
Import sky/sun/fog from map
Export to obj (one object per solid)
.obj import (each object is a solid)
Suggest Version Numbers (Alpha, Beta & RC)
Entity render effects preview
Displacement blend modulate preview
Render as close to in-game as possible
Output <-> AddOutput Converter
Scaled prop_dynamic preview
Particle previews
Displacement Tools
Quick Hydro sattelite dish
Quick spiral staircase
Cylinder
Multi-res sculpt
ANT Terrain Generator (Skybox / Inspiration)
Sew with 3D Skybox
Rulers
Jump Arcs (Double, Detonator, Scorch Shot, Pill, Trimp, C-Tap / No C-Tap)
Rocket Jump Chains
Fall Damage Calculator (and jump damage too)
MvM giant scaling guides
-- load from popfile
Load Rollouts / Ghosts from Demo File
Load Heatmap (heatmaps.tf)
Ragdoll Preview (for that perfect deathpit / finale)
Stair Tools
Rise / run
Random texture offset
Scale to fit
Sightline spotter
Point out the longest and narrowest sightlines to a given point
Hardest to spot (lighting or size) should be prioritised
Anti-Ghost sniper aimbot
Quick gamemode (Ctrl+N Menu)
NEW 5CP, NEW PLR (MULTI-STAGE) etc.
Boojum Snark's Gamemode Prefabs / Zoo
Mirror map (Invert team logic & colours)
Texture palette to replace many textures at once
Mirror Line, Mirror Rotationally (Ignore skybox)
Allow for assymetrical detail (but warns when balance is effected)
Per file diff (utilise Undo List)
Remove redundant changes
Auto Changelog (with screenshot suggestions)
Green Yellow Red: New, Changed Removed
Selecting an entire group (or part of) in object or solids mode, copies of the selection will group parts of groups
Meaningful sub-grouping
per entity output organisation (group lines of outputs)
copied objects retain the visgroup of origonal object (optional)
carve that just extrudes smoothly
browse for sprites / hud materials in texture browser (context aware)
-- auto-filter textures
edit vmf in cinema4d / blender (would take years you absolute madman, stop doing this to yourself) [oh no he's actually doing it]
Action Log
Plain English IO Debugging
Identify Keywords, Contexts and Discern what should be examined
Consistency is key
Demo playback tools
Rewind
Jump to target (scoreboard, click in 3d, name in chat)
Chokemap (mark rough owned territories & front lines)
Heatmaps with decay (radius, heat & decay sliders)
As close to player experience as possible
Snap to vertex
Customise Background / Skybox
Skybox Browser
Skybox Editor
Void Skybox / Colour
Replace "tools/skybox" with skybox
Preview map in 3D skybox & vice-versa
Optional Tint / Transparency
Quick Instance
Duplicate a brush model while working on it
Mirror edit
Texture / vert changes etc
Model flipper (auto-pack)
Vertex Edit also moves point entity centres & overlays (toggle on key)
Cylinder texture wrap (automatic)
-- keep wrap when shifting in vertex edit / clip
Deformable Grid
Spline displacement warp section
Ratio locked segments (2:3 etc.)
tools snap & align to grid
bend straight segment to alt-grid
grid preview (render warped segments over regular)
Tool wheels
-- quick palette (textures, brush shapes)
Mute / Solo Visgroup
-- Changing visible objects does not affect selection
-- Hidden & Selected objects are not affected by changes made while they are hidden
(That's just a hammer bug, why would you replicate that)
Autogroup
-- proximity
-- built / focused on in the same session
-- detail density
-- trace diff to see original shape and reworks
Check if material needs a cubemap
-- automatically make one if speed mapping?
-- remind / warn on compile (not for fast)
Choose material of new face made with clipping tool
be smart
Auto select new face if you switch from vertex/clip to texture mode
Filter out specific material folders in browser
Filter out specific model folders in browser
Faster load times on asset browsers in general
-- single cached maps of the vpks
-- search bins, (filter then load)
-- multi-thread / load one folder tier at a time
-- propper but fast, reliable and in-editor
Nearby displacements base brushes snap together (hammer4 sew support)
-- move disp base brush but keep disp verts still
Draw brushes / displacements
-- grease paint with rough perspective detection and projection (insane)
Autocomplete in asset browsers
Suggest similar asset names in asset browser(s)
-- rock0*: boulder* etc
-- floor* / wall*: metal
-- *trim* / *beam*
--- big unofficial list of alternate tags in a separate file
Compare size & silhouette of previous model in browser when changing a model (ghost wireframe / CM)
randomly rotate prop along Z-axis (foliage)
full texture proxy preview (scrolling)
-- make all texture scroll