• Slammin' Source map tools
    187 replies, posted
Hello i have some questions :p And i want to ask you if you would be able to talk with me about it. Could we talk somewhere ? Discord or Steam? Thanks!
I see what's going on here. https://files.facepunch.com/forum/upload/109753/21b6e447-0b6a-48d8-bb76-8e442413d093/image.png Commands should be in the "parameters" section instead of the "command" section, like this. The way parameters are fed to the compiler launcher means you have to put them in the parameters section now. Shouldn't be too much trouble.
Any chance you could add incremental saving to Hammer? In things like 3DS Max and such when you save it appends an incremental number to the end of the file name. I do the same thing with my .VMF iterations, but I have to do so manually. Having an option for this would be totally rad, and I'd love you for it.
Individual vertex editing for displacements would be amazing. Being able to freely change the position of a displacement vertex would open up a lot of options for cool things.
already a thing lol. Disable "Spatial" checkbox also, you can use Shift + Drag with mouse, to adjust with the mouse. Its still technically possible to make any model, not just terrain, its ofc alot harder.
Holy shit I never knew about this. It's still annoying to only be able to edit one axis at a time, vertex edit mode (so you can press x and use the 3d view) would be much better.
Any way to fix ambient generation for blend materials? Right now it will only use basetexture1 https://files.facepunch.com/forum/upload/811/30bb357c-3b6e-4779-96c2-b8c2ca57957d/image.png
Who are you to make this decision? I used this tool to make quick changes on grouped objects while still maintaining their group properties. Shame.
Something real annoying that I hope you can fix - no issue if not: When using an instance and utilising fixup names, the apparent method to stop the a particular value being altered is to prefix the aforementioned value with "@". This works fine for example,by setting a filter to "@filter_something", but this behaviour does not translate to entity outputs. If for example, I use the targetname "!activator" as part of an output, this will get changed to [(prefix) + "!activator" + (postfix)]. Theoretically, I should be able to use "@!activator" to turn it into "!activator" upon compile. Unfortunately, this does not happen, and the targetname will retain it's name "@!activator", thus breaking the logic.
Just uploaded a new version, I introduced a new button to replace ignore groups, "cycle selection", cycles through the three selection modes. Activated with CTRL+W like ignore groups was, can also use the button on the toolbar.
You're the coolmeister, m'dude.
Good update thought of some ideas for features 0,90,180,270 in the angles dropdown box for object properties instead of just up/down more texture browser size settings: 384x384? custom ? I know "light_spot" is, unlike "light" is not a sprite, but it if it reffected the rgb value like "light" did that would be cool
yeah also display sprite color. Sprites make things way too hard to see when they are alot (most maps have lots of them). Maybe render them with 50% transparency? or add an option to do so
about the picmip settings, your box only allow 0-4 (4 being the worst) but i found -1 actually looks better (changed it in dxsupport.cfg)
picmip?
I seem to recall a hacked vvis that doubled the map size limits, any chance of adding that?
Made an account to say thank you Not exactly sure what you can edit with version of hammer, but is there a chance you could up some VBSP limits? I'm trying to compile a large map and I keep getting "MAX_MAP_BRUSHSIDES". Not even sure what the limit is for Source 2013.
Hello, thank you very much for your tool! I just have a little problem and I think it's because Facepunch has made a big update on the limitations. I had to change compilers and go back to those provided by default with the Garry's Mod hammer, because those of Havoks had become obsolete if we went beyond the old limits. These compilers do not allow certain things, but allowed me to continue my card. The problem is that when I pass on yours, I have the maximum of vertex error, while I was below the limit with gmod compilers. Do you have any idea where this might come from? I know the mapping pretty well, but I must admit that I still learn a lot about limitations. This error would be due to the fact that all the models are compiled (which was not the case with gmod, in particular because of prop_dynamics in prop_static)? Thx a lot, and nice job! ;)
// Common limits // leaffaces, leafbrushes, planes, and verts are still bounded by // 16 bit short limits #define MAX_MAP_MODELS 4096 #define MAX_MAP_BRUSHES 16384 #define MAX_MAP_ENTITIES 16384 #define MAX_MAP_TEXINFO 12288 #define MAX_MAP_TEXDATA 2048 #define MAX_MAP_DISPINFO 16384 #define MAX_MAP_DISP_VERTS ( MAX_MAP_DISPINFO * ((1<<MAX_MAP_DISP_POWER)+1) * ((1<<MAX_MAP_DISP_POWER)+1) ) #define MAX_MAP_DISP_TRIS ( (1 << MAX_MAP_DISP_POWER) * (1 << MAX_MAP_DISP_POWER) * 2 ) #define MAX_DISPVERTS NUM_DISP_POWER_VERTS( MAX_MAP_DISP_POWER ) #define MAX_DISPTRIS NUM_DISP_POWER_TRIS( MAX_MAP_DISP_POWER ) #define MAX_MAP_AREAS 1024 #define MAX_MAP_AREA_BYTES (MAX_MAP_AREAS/8) #define MAX_MAP_AREAPORTALS 1024 // Planes come in pairs, thus an even number. #define MAX_MAP_PLANES 65536 #define MAX_MAP_NODES 65536 #define MAX_MAP_BRUSHSIDES 65536 #define MAX_MAP_LEAFS 65536 #define MAX_MAP_VERTS 65536 #define MAX_MAP_VERTNORMALS 256000 #define MAX_MAP_VERTNORMALINDICES 256000 #define MAX_MAP_FACES 65536 #define MAX_MAP_LEAFFACES 65536 #define MAX_MAP_LEAFBRUSHES 65536 #define MAX_MAP_PORTALS 65536 #define MAX_MAP_CLUSTERS 65536 #define MAX_MAP_LEAFWATERDATA 32768 #define MAX_MAP_PORTALVERTS 128000 #define MAX_MAP_EDGES 256000 #define MAX_MAP_SURFEDGES 512000 #define MAX_MAP_LIGHTING 0x1000000 #define MAX_MAP_VISIBILITY 0x1000000 // increased BSPVERSION 7 #define MAX_MAP_TEXTURES MAX_MAP_TEXDATA #define MAX_MAP_WORLDLIGHTS 16384 #define MAX_MAP_CUBEMAPSAMPLES 1024 #define MAX_MAP_OVERLAYS 1024 #define MAX_MAP_WATEROVERLAYS 16384 #define MAX_MAP_TEXDATA_STRING_DATA 256000 #define MAX_MAP_TEXDATA_STRING_TABLE 65536 // this is stuff for trilist/tristrips, etc. #define MAX_MAP_PRIMITIVES 65536 #define MAX_MAP_PRIMVERTS 65536 #define MAX_MAP_PRIMINDICES 65536 #define MAX_DETAIL_SPRITES 131070 // For VBSP
Thanks for the info. I assume this means that these limits can’t be changed?
They can be changed in VBSP, but those limits are also in the engine so there's no point.
When I try to compile a map it just silently fails, no errors or anything. I've checked my compiler paths and parameters. Everything else seems to work just fine.
The new Compile Process Log is just a CMD window? there's a way to keep it open once the compile finishes or I'll have to hack around in Compile Pal X to solve that?
https://files.facepunch.com/forum/upload/109753/e27d921e-e44a-48d5-89c3-1a2a1fca9c94/image.png Enable this.
I'm blind, welp. Thank you.
propper dosnt work with this
It does, I'm using it constantly
get a student version of maya or 3ds max and learn to model, propper is smelly.
Not sure if it's my headache causing me to miss some obvious thing but when i load up any VMF nothing appears on the viewports.I tried changing to different camera modes like wireframe,flat but nothing.I also tried using the Entity Report to go to a random entity but that doesn't help either. https://files.facepunch.com/forum/upload/296527/ea69bbc9-d13f-443e-adef-514e5cf31950/Download.jpg
Getting some issue saying tier0.dll cannot be found... Any ideas?
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