When you're trying to get a brush in the exact position and zoomed in as much as possible, then even with Snap To Grid displayed, it'll still occasionally snap between where you currently are and just over where you want it to be
I keep seeing people say they can't scale models, but I always thought you could. The prop_dynamic entity lets you do exactly that.
The fact that most documentation about Hammer is years upon years old..
FUCKING. CRASHES.
Modern Hammer crashes, like, every 15-20 minutes. I swear, even Hammer from the leaked HL2 2003 build is more stable than this shit.
[QUOTE=Nik1895;45979713]FUCKING. CRASHES.
Modern Hammer crashes, like, every 15-20 minutes. I swear, even Hammer from the leaked HL2 2003 build is more stable than this shit.[/QUOTE]
It indeed crashes once in a while, but every 20 minutes it's a problem with your pc. Maybe you don't have enough RAM idk.
Somethings that I hate in hammer:
- When you func_detail a bunch of complex brushes and it appears glitchy/bugged/splitted in game
- When you finish a complex func_train and it appears backwards in-game
- Floating elevators using path_tracks
- When you need to adjust the color and brightness of a light and need to recompile every time to get it right.
- When you finish a area of your level and days later you realize a 1un space between some wall and the floor.
- NODRAW / HINT / SKIP / AREAPORTAL
- Not being able to preview how entities will work without compiling (Inputs/Outputs, soundscapes)
- ambient_generics
- When you're mapping with one window only (instead of 4) and everytime you go to the 3D viewport it gets smaller and smaller until you can see the 4 windows.
- 1un grid size
- displacements limited to power of 4
- water at different heights
- and lot's more.
[QUOTE=paulisdead18;45978950]I keep seeing people say they can't scale models, but I always thought you could. The prop_dynamic entity lets you do exactly that.[/QUOTE]
woot, are u sure?
:O
[QUOTE=paulisdead18;45978950]I keep seeing people say they can't scale models, but I always thought you could. The prop_dynamic entity lets you do exactly that.[/QUOTE]
Not very usefull:
- u have to compile the map to see how it will look after scaling.
- collision model isn't scaling
- you can't scale physic objects and npc's
[QUOTE=nicolasx21;45981886]It indeed crashes once in a while, but every 20 minutes it's a problem with your pc. Maybe you don't have enough RAM idk.[/QUOTE]
I have 4 GB of RAM, how is that not enough? And I'm not the only one with this issue.
[QUOTE=Nik1895;45984544]I have 4 GB of RAM, how is that not enough? And I'm not the only one with this issue.[/QUOTE]
It basically only crashes on me after I've dealt with the properties window a lot, other than that I don't experience this ;o
[QUOTE=Spherix;45984606]It basically only crashes on me after I've dealt with the properties window a lot, other than that I don't experience this ;o[/QUOTE]
My hammer always crashed when I opened 'Flags' tab more than 3 times.
But after one of the updates it's not a problem anymore.
[QUOTE=gargamel9000;45984510]Not very usefull:
- u have to compile the map to see how it will look after scaling.
- collision model isn't scaling
- you can't scale physic objects and npc's[/QUOTE]
True, but it's better than nothing. Bunch of people seem to think it isn't possible, when it's just a bit of a hassle to do it. You can get around the collision model not scaling by using a brush with the clip texture too.
Ain't the best, but it gets the job done if needed.
Though technically there is model scaling in source, I think what everybody mentioning it meant was something closer to the model scaling in UDK.
That you can't sew displacements together if they are not the same size or half one
Although I understand why, what bothers me about displacements is that you can only make them on four-cornered faces.
[editline]15th September 2014[/editline]
I don't know how you'd do it otherwise though. :v:
[QUOTE=Exho;45979663]The fact that most documentation about Hammer is years upon years old..[/QUOTE]
And even worse: most of it has been deleted (third-party tutorials).
Flickering overlays and decals.
Cant copy overlays without assigning the brush again.
[IMG]http://s7.directupload.net/images/140916/qy74qjai.gif[/IMG]
Manifest window, you cant hide
[URL=http://www.directupload.net][IMG]http://s7.directupload.net/images/140916/wkf3p6dz.png[/IMG][/URL]
Vertex tool stupidness, couldnt they add a check that this wont happen? D:
[URL=http://www.directupload.net][IMG]http://s7.directupload.net/images/140916/ls62gap9.png[/IMG][/URL]
You cant put a texture on a cylinder with 24 faces
[URL=http://www.directupload.net][IMG]http://s7.directupload.net/images/140916/8zx5j2on.png[/IMG][/URL]
[QUOTE=gamerpaddy;45992537]
You cant put a texture on a cylinder with 24 faces
[URL=http://www.directupload.net][IMG]http://s7.directupload.net/images/140916/8zx5j2on.png[/IMG][/URL][/QUOTE]
I wasn't aware of this one. It's kind of arbitrary and funny :v:
[QUOTE=gamerpaddy;45992537]
Manifest window, you cant hide
[URL=http://www.directupload.net][IMG]http://s7.directupload.net/images/140916/wkf3p6dz.png[/IMG][/URL][/QUOTE]
You can [I]get rid[/I] of the manifest window, if that's what you mean by hide. Just grab it where it says "Manifest", drag it out of the frame, then close the little window it'll be in after you've dragged it. It wont bother you after that.
But the user interface is definitely the best of Hammer: it's one of a kind - easy & practical - unlike anything else I've tried.
Vertexes fucking up.
[img]http://upl.kittehcat.org/2014-09-16_15-39-00.png[/img]
I mean, come on. I've compiled all detail props through Propper, and the other pillars which are placed are almost twice as complex.
[QUOTE=Talvy;45992888]But the user interface is definitely the best of Hammer: it's one of a kind - easy & practical - unlike anything else I've tried.[/QUOTE]
And without memorizing keyboard shortcuts, it quickly becomes the biggest pain in the ass to somebody starting out. :v:
How some flags are negative like 'Does NOT loop'
just make it 'loop' and then don't check the box, idiot.
[QUOTE=Magman77;45996713]And without memorizing keyboard shortcuts, it quickly becomes the biggest pain in the ass to somebody starting out. :v:[/QUOTE]
You should always memorize keyboard shortcuts when using a 3d editor/tool. You save so much time.
It's like the equivalent of manually highlighting something and right clicking to copy, paste or cut when you can do the same thing infinitely faster with just hotkeys.
Bookmarking Textures. Please.
[QUOTE=Merijnwitje;45994028]Vertexes fucking up.
[img]http://upl.kittehcat.org/2014-09-16_15-39-00.png[/img]
I mean, come on. I've compiled all detail props through Propper, and the other pillars which are placed are almost twice as complex.[/QUOTE]
See my post on the first page, it's not a hammer bug; It's a problem with the VMF format.
It's also why I think using propper is idiotic. You have far more freedom with the model format, but you're crippling yourself to the severe limitations of hammer. Propper also makes awful models that are unoptimized and eat up more rendering time and disk space compared to a model made in a real modelling program and properly optimized.
Not to say the Valve model format doesn't have issues, there are some dumb limitations with it also.
[QUOTE=Procrastinate;46007642]Bookmarking Textures. Please.[/QUOTE]
Good suggestion, added to my todo list.
Not directly Hammer, but I find it infuriating how most of the tutorials for it are video
Map making is something I want to learn at my own pace and pausing a youtube video every 20 seconds and having to go back is shit
Crashing every time you look at it funny.
[QUOTE=Talvy;45992888]But the user interface is definitely the best of Hammer: it's one of a kind - easy & practical - unlike anything else I've tried.[/QUOTE]
I'm serious tho. Every other mapping [I]program[/I] I've used (unity 3d, amnesia, Doom3 ...) is just an illogical mess with shitty controls and 2/3 scripting. Hammer is freaking easy to learn.
I think UDK is pretty well done.
[editline]22nd September 2014[/editline]
Especially for content creation, easy peasy.
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