VRAD crashes in the BuildVisLeafs step for some maps that compile with no issues on default VRAD. Unfortunately, I wasn't able to pinpoint the exact reason. Hiding displacements allowed one map to compile though, but other maps without displacements have the same issue.
https://files.facepunch.com/forum/upload/109794/c2e4a2c5-ba75-4059-b4a4-6ff4f9589d1e/image.png
The invalid solid error warning appears underneath the map loading bar (for me at least). A minor obstruction, but kind of an inconvenience - hope this can be fixed in the next release.
Regardless, great work on this Slarti! 2013 Hammer is finally getting the respect it deserves. Hitting CTRL + Q instead of SHIFT + Q to clear selection is definitely going to take some getting used to though.
I'd love to try this but I can't get the updated hammer.exe to run. I'm attempting to use this with TF2, overwriting the previous bin files using 25-01-2019.7z, running under Windows 10 1809. I've already tried various compatability modes.
To get it to work with Team Fortress 2, you must install the Source SDK 2013 Multiplayer tools, then put all the files in the /bin/ folder of that (use the multiplayer download). This will work, however keep in mind you'll have to edit the gameinfo.txt of tf2 slightly so any VPK and custom folder content works. Simply specify the full filepath to the files, like so: game+mod "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf/tf2_textures.vpk". Do this for all VPK paths and the custom folder path in your gameinfo.txt and it should work after this.
"New binds for group, object and solids selection modes, CTRL + W, R and T for solids, objects and groups respectively"
I'm guessing the ctrl + w shortcut was removed along with the IG button, Maybe you could have CTRL + W toggle between the three buttons on the select bar? or just between solids and groups like the IG button did. Would be great to have that shortcut back as I used it excessively.
Awesome work!
Good work! I tried it for Half-Life 2 and those little changes really made things 100x better.
Anyway, it doesn't really work for Portal 2 though
https://files.facepunch.com/forum/upload/427495/16b33590-f6f8-498e-a2ad-9acf3d491a05/image.png
Generally people modding Source 2013 games just use the exes included in the game folders, I'll rewrite the instructions anyway as they're a bit messy.
Does it have any vertex coordinates store fixes? I just worked on map with somewhat complex geometry (i.e. angled brushes) and I already had incident that broke map save, so I need to use JACK to make map save openable in Hammer again.
I like everything im reading here except the changed keybinds
we are talking decade long habits here
Is it going to be made compatible for gmod bin in the near future or should I go and set up a separate place for hammer to reside?
Maybe you should publish the code in Github so others can improve it as well, open source tools are the only way to keep being maintained.
I have a couple requests if you dont mind considering them. These are tools that exist in the Hammer that comes with the game INFRA.
Multiple cordons. You can define multiple cordon bounding boxes and turn them on/off. This is nice if you want to quickly switch from working on one area to another area or compiling an area that's not a perfect box.
Ability to set a prop_static's rgb and alpha. Lots of CS:GO props would be more useful with this option.
The first one is something I've considered, it's on the long-term features list because it's fairly big.
As for the second option, that needs engine / game code changes.
Assuming the engine has support for it, then you just need to modify the base.fgd you're using:
The values CS:GO uses:
renderamt(integer) : "Alpha" : 255 : "Alpha of the fade, where 0 = fully transparent and 255 = fully opaque."
rendercolor(color255) : "Color (R G B)" : "255 255 255"
support for ambient lighting on static props?
Already a thing, has always been a thing, do you mean static prop light bouncing?
they dont light up with the minimum light. compiled the map in 2013 MP and opened the map in gmod
https://files.facepunch.com/forum/upload/58090/4efc1965-f2d7-4cf3-aa25-9b07ce8b6749/1.jpg
I fucking love you.
New update out, SP and MP tools are now identical, -worldtextureshadows has been improved a little bit, and -translucentshadows has been added to allow translucent faces to block light when using -worldtextureshadows.
Praise our lord and saviour
Used this on a map I'm working on for Garrysmod, got dam.
https://imgsli.com/Mjc4MA/0/1
Imgsli
Imgsli
@Slartibarty I know this is kind of a counter-intuitive question to pose, but is there any reason you are avoiding replying to posts asking about how you got started on this project/open-sourcing it?
Maybe it's just a weird personal workflow thing, but I like having brushes start out with nodraw so I can then texture only the faces that I want. This makes the 3D view much easier to navigate when I turn off the 'Show nodraw faces' option. Switching back and forth between materials is a kind of a bother, though. It'd be great if, for example, I could drag a new brush with the brush tool and then press Ctrl+Enter (instead of just Enter) to auto-assign the nodraw material to it upon creation. Would you be willing to add something like this?
On a related note: a shortcut key for the 'Show nodraw faces' would be great too.
Got it working out of CS:S bin. Really like some of the new features and am looking forward to implementing them into my workflow. The ambient occlusion looks nice and really helps bring the game forward in graphics quality. I am however concerned about a few things.
Blend modulate textures don't function in the 3D viewport.
Shift-Q doesn't deselect all. It's still bound to Ctrl-Q.
The model browser could be updated to a better version such as the one that comes with gmod. The current one has broken alpha and potato rendering and doesn't work under certain conditions.
The specular in the 3D viewport (the one you can see on windows and water) is messed up in position (old bug). Would be cool if you could fix it up.
Also I got this error and crash while zooming around Truenorth in the 3D viewport: "Too many verts for a dynamic vertex buffer (26407>24576) Tell a programmer to up VERTEX_BUFFER_SIZE.
This is really nice! Do toy think it would be possible to add a "Reset Alpha" on Displacements under the "Paint Alpha"?
Model browser can be fixed by following this tutorial here, it's an engine issue
https://tf2maps.net/threads/black-transparent-hammer-model-browser-background-fix.23885/
As for the VERTEX_BUFFER_SIZE, it definitely needs a raise as I hit it as well in some maps
Textures that uses proxies like screens, pop-ups and such are rendered by default in black on the 3D screen, so if you can fix that as well it would be greatly appreciated
i think there's a problem with textures. Whenever i make an edit, i can't see the results straight away without restarting hammer
omg, i used to fake ao with LOTS of small block light brushes in EVERY CORNER OF MY MAP.
thankgodidonthavetodothatagain
Plz, try add "uniform scale override" to "prop_" entities (like in csgo)
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