• What do you hate the most about mapping?
    253 replies, posted
1.Hammer just closing out, with no error messages or anything. All the work of the last 30 minutes just gone with no explanation. 2. 3D skyboxes <---hate making this shit. 3.Carving and hollowing. Especially with cylinders or spheres.
[QUOTE=Overlord454;36592776]1.Hammer just closing out, with no error messages or anything. All the work of the last 30 minutes just gone with no explanation.[/QUOTE] Used to happen to me all the time. Just set up the autosave for every 2-3 minutes, you should be fine.
[QUOTE=Lamarr;36590990]Having task manager open at all times while mapping,cause vrad's taking up all of my 4 cores and grinding my pc to a total halt,while it performs the same on 1-2 cores.So the second I'm pressing compile I'm just waiting for this sonofabitch to show up in the processes tab and as it pops up I IMMEDIATELY RUSH to set affinity to only 2 cores or else time on my pc LITTERALLY FUCKING STOPS.[/QUOTE] Am I the only person who doesn't get this problem? I have a quad core, too.
[QUOTE=GoldPlatinum;36596423]Used to happen to me all the time. Just set up the autosave for every 2-3 minutes, you should be fine.[/QUOTE] That doesn't always work, though. Frequently my autosaves will be corrupt and will cause Hammer to crash.
I enjoy mapping but I can never find the proper models or textures for them.
I hate it when you select a model for a prop_static and under the info, static is checked yet when you compile it just gets fucking removed.
[QUOTE=similarguy;36596667]That doesn't always work, though. Frequently my autosaves will be corrupt and will cause Hammer to crash.[/QUOTE] Involuntary ctrl+s reaction after every single action.
I hate the fact that hammer can be bitchy most of the time, and there's always that one mistake that you have to look at until you get the motivation to fuck it u- I mean fix it.
I hate optimizing with Hint and Skip textures.
[QUOTE=Shirky;36610555]I hate optimizing with Hint and Skip textures.[/QUOTE] I'm sure most of us do, well done on the mapping contest by the way. You won that for sure.
When you have no patience to map something, or when your reference material is oddly proportioned when mapped out.
How annoying it can be to get subdividing to work right.
[QUOTE=Lamarr;36590990]Having task manager open at all times while mapping,cause vrad's taking up all of my 4 cores and grinding my pc to a total halt,while it performs the same on 1-2 cores.So the second I'm pressing compile I'm just waiting for this sonofabitch to show up in the processes tab and as it pops up I IMMEDIATELY RUSH to set affinity to only 2 cores or else time on my pc LITTERALLY FUCKING STOPS.[/QUOTE] Make a shortcut to vrad/vvis.exe At the end of the target, add the parameter: -threads # So I have an i7 with 8 cores but I did -threads 7 to at least have one core ready for fuckups. Not sure if technology works like that but I'm happy with it so far.
You cant resize props in hammer
[QUOTE=GoldPlatinum;36647203]You cant resize props in hammer[/QUOTE] What about that prop_scalable?
I havn't been mapping for long but I hate the spawning system. So much easier if there was one spawnpoint entity and if you could configure it to either -1,0,1. (all players, good guys, bad guys) Also, I used to hate light_environment until I discovered that divine button called "Point at".
you mean info_player_teamspawn ?
I'm doing maps for HL2:DM because they seem the easiest. But that entity would be extra-useful if it weren't restricted to TF2.
info_player_combine info_player_rebel
[QUOTE=IronPhoenix;36647249]What about that prop_scalable?[/QUOTE] As far as Im aware, that just scales the mesh of the model, but not the collision mesh, which can cause bad lighting and collision issues.
only certain ep2 models are scalable
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Spending long, hard hours on a map and then being told it's rubbish.
I hate how I have to get an engineering degree to make a map in hammer. There should be a dumbed down version to make it easier to understand. (In before "YOU RETARD", "LEARN2HAMMERLOLOL", etc)
[QUOTE=Klappstuhl;36658834]There should be a dumbed down version to make it easier to understand[/QUOTE] When you dumb things down, they lose maximum potential as well. I believe that if you don't have the commitment to learn Hammer, you definately won't have the commitment to make quality content. I admit that Hammer has a steep learning curve but if you take that first step to learn, you'll realise how easy it is. Go to the bottom of the page and see my work, then head to the next page and look at my work. The learning process gets easier and your content gets better if you just get involved with the community. [url]http://www.facepunch.com/showthread.php?t=1160437&page=107[/url] Don't be afraid to ask! Mapping Section is a helpful bunch, I'm sure you can learn to use Hammer.
[QUOTE=Klappstuhl;36658834]I hate how I have to get an engineering degree to make a map in hammer. There should be a dumbed down version to make it easier to understand. (In before "YOU RETARD", "LEARN2HAMMERLOLOL", etc)[/QUOTE] There's always stuff like the Portal 2 Mapping Initiative. Valve is also probably using a less robust and more effective version of hammer than we are. It'll probably come out at around at the same time as the Half Life 3 SDK, unless VALVe makes another fancy game before that happens.
[QUOTE=TurtleeyFP;36659080]Valve is also probably using a less robust and more effective version of hammer than we are.[/QUOTE] Robust means strong/sturdy. Our Hammer is unstable as a card house on ice so I have no idea how they could have something even more unstable.
[QUOTE=ScottyWired;36659011]I'm sure you can learn to use Hammer.[/QUOTE] I'd need more personal time for that. Every time I try to learn it and make a small map, and get back to it months later, all I've learned is forgotten again. Freakin' Alzheimers. [B]>.<[/B]
I hate how hammer likes to fuck up my brushwork. The process goes like so: - Make something out of brushes that is not perpendicular, align all vertices to a grid. - Make sure that there is no improper brush structure. - Save map. - Load map. - Observe how hammer thought that it is smarter than you and moved those vertices off-grid slightly, fucking everything up. - Cry in hysteria, because you can't do anything about it. Hammer will move vertices everytime you fix them and save map. I want to find the programmer who wrote this shit and punch his face inside his skull. Also I can't stand how fucking lame hammer is when it comes to geometry making. Every map editor nowadays has handy tools for editing geometry, no matter, is it on/off grid, perpendicular or not. They mostly resemble modern 3d editors but plus entities. But fucking hammer is bound to stay in the stone age, because everyone in valve are so busy with milking TF2 and not saying anything about EP3. TLDR: Hammer's shit and no-one wants to improve it.
Texturing
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