This all looks fantastic, I have yet to try it out but the lighting improvements look tasty.
However, the new hotkey for window resizing is going to take some getting used to. I second the suggestion to be able to bind your own hotkeys if that's possible.
I also have no idea which streamer you are talking about, Jerma stands at a proud 5 foot 6 inches.
Yes, but i think it works only on csgo. CSGO's hammer just gives you access to the feature.
In 2013sdk Prop_dynamic has function "model scale".
Sounds dumb but the code just can't be public, this should confirm any suspicious people might've had on how Hammer got updated.
Fixed the Shift+Q thing for the next update, also working on a better replacement for ignore groups. Working on patching all the issues people have reported thus far (there's a lot of small tid-bits).
That's plenty info for me. Thanks
Ah yes, this is a good idea. But prop_static's scale cant be changed.
How can we go about changing the icons and stuff to whatever we like?
Really easy, the images can be any BMP format, and you can directly replace the resources in hammer_dll.dll using ResourceHacker or some other resource editor.
Awesome work!
Also curious, do you think this could be perhaps made usable with SiN Episodes too? I have a mod for that that's been broken and uncompilable since Valve broke that SDK and I'd love to complete it!
That's all fine and such, but at least the compiler tool changes can be made public (even if some directly depend on your hammer changes, those can be made optional then), especially since some of them already are (properly crediting and linking to the origin of the changes would be a positive side-effect of that)
That way they can be ported to tool versions that already include those that are public (Commits · wouterpleizier/source), which is useful for games (mods) that deploy such on steam
otherwise nice work, it is at least a decent placeholder until something to replace hammer entirely emerges ( Sledge is still missing source support :/ )
it will MASSIVELY GREAT if you add an option to have a simple walk around the map, in hammer.
Please consider this.
(and maybe a simple lighting preview to show you the idea of what the light does, but that can wait, do the one above)
Can you explain -visgranularity a bit more? It sounds super useful but I would have no idea how to use it.
Would it be possible to add the Static Prop Combine command that cs:go's vbsp has?
Can you also add the feature that when you save a map the location of the 3d camera is also saved?
Not sure how feasible this is, but I'd love the visgroup Panel on the right side to be (vertically) resizable; it just gets way too small with multiple custom visgroups to scroll through and there's always unused whitespace below all the panels
If you release the panel, you can resize it. When you put it back, it'll stay at that size.
From the man himself:
It inserts hint brushes at every value on the X Y and Z axis
So 0 0 128 would create a VIS split every 128 units upwards
Updated the documentation a bit more.
New update will be out soon, all keybinds will be reset to their old defaults, and ignore groups has been succeeded by a the "cycle selection" button I showcased above.
Could you implement vertex precision loss prevention? It can be similar to hammerpatch which is what surf mappers use, because surf involves a ton of angled brushes with off-grid vertices. Right now,
hammerpatch does not support this version of hammer which is a deal breaker to surf mappers. Also, if possible, implement this into VBSP as well.
Some of the improvements seen in Gocnak's hammer project (like fixed lighting preview, key rebinding, this, and vertex saving, among others) might be of interest
Is there a chance any of those suggestions can be implemented?
So glad this released very quickly from when I heard about it, great job!
But yes, please properly implement vertex loss prevention as stated above! It's good that there's a proper fix for items on-grid but off-grid items are still a problem.
Hammerpatch is a rather flawed peice of software and we'd love to be able to get away from it for some much better fixes.
I was really close to removing lighting preview entirely, it's pretty lame, I'll sort out a way to set a "default" texture that loads when you start Hammer / is placed on clipped faces.
The vertex precision might be a problem, but I'll see what can be done.
Could someone explain to me how to get this working with TF2? I know someone posted how before but I still couldn't get it working correctly. I need baby steps
Also can I use the Ultimate Mapping Resource Pack with this as well?
The Sprinkle Tool not working :'(
You will need to setup a custom gameinfo.txt for this to work with TF2 correctly (not able to provide it atm)
As for the Ultimate Mapping Resource Pack, yes it does work fine, although if you want to utilise the new entities, you will need to use my FGD instead of the one provided in the Ultimate Mapping Resource Pack.
It's not as simple as it seems, you can read about it here.
Yeah, the sprinkle tool doesn't work yet, I should've noted that more significantly in the OP.
For anyone wanting to get this to work with Garry's Mod, here's how I did it as a workaround until official support is added.
First, set up the map tools to work out of Half Life 2's bin folder (I would hope most of you have that, right...? Dunno if this will work for other games).
Once in hammer, go to tools -> options -> Configurations and add the Garry's Mod FGD files (Game Data files section) and edit the Executable Directory to be your GarrysMod folder.
https://i.imgur.com/ZmpWZUn.png
For the Build Configs tab, this is the only change - Game executable should be your Garry's Mod hl2.exe
https://i.imgur.com/SCzQaKq.png
Finally, for your compile settings (make sure to use expert mode) use these as your $game_exe parameters. Make sure you change the directory to be your own GarrysMod/garrysmod directory, mine will likely not work for you.
-windowed -noborder -dev -console -allowdebug -game "B:\SteamLibrary\steamapps\common\GarrysMod\garrysmod" +map $file
Is there a better way to do this? Probably. But this is what I've figured out and it seems to work fine for me, so posting it here if it's any use to anyone.
Sprinke tool needs scripts, i did some stuff on this a while back, heres a link to them
https://github.com/THE-HAVOK/source-sdk-2013/releases/download/2.11/HAMMER_Sprinke_Scripts.zip
the scripts folder in the zip goes into the mod directory so in souce 2013mp case it would go into "Source SDK Base 2013 Multiplayer\sourcetest"
Sure, I just made it public on my FP profile page so people can bug me for features.
It's not the sprinkle scripts thing either, the gizmo for placing the objects doesn't show up at all, I did something wrong somewhere.
hi there. when i add to my $light_exe -ambientocclusion -worldtextureshadows it fails to load or and copy the bsp and gives me back this.
Loading c:\games\steam\steamapps\common\source sdk base 2013 multiplayer\bin-ldr.bsp
Error opening c:\games\steam\steamapps\common\source sdk base 2013 multiplayer\bin-ldr.bsp
but without it, it doeas it work compiling my test.bsp
what am i doing wrong?
by the way well done!
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