Not sure if this is threadworthy, but there should be more than one answer, so I was just wondering: how could I possibly make the interface of Hammer less cluttered (besides visgroups)?
Edit: suggestions thus far
Dotted grid
Removing manifests tabs
Removing toolbars
VisGroups? Do you mean cleaning up the actual user interface or the map?
i like to make sure the bar on the right is only two columns wide, it just seems to make it look much neater and spacious
[QUOTE=TCB;40481656]i like to make sure the bar on the right is only two columns wide, it just seems to make it look much neater and spacious[/QUOTE]
Yeh, the manifests part is idiotically placed for most modern day screens.
But then the editor was designed originally for quake, and never really updated since.
Hammer really should just be re-written, it does all the wrong things.
I use dotted grid and sometimes move my toolbars onto my second monitor
[QUOTE=Mozartkugeln;40477416]VisGroups? Do you mean cleaning up the actual user interface or the map?[/QUOTE]
The user interface itself. Any other suggestions?
[QUOTE=cardboardtheory;40485442]The user interface itself. Any other suggestions?[/QUOTE]
There isn't exactly much to clean up. Just haul the manifests under one of the others, so you have two columns instead of three. If you start to use other, more up to date engines, you will realise how uncluttered hammer is.
If you are really having problems, try taking your screen res out of 640x480.
I find that this setup works quite well on 1360×768:
[T]https://dl.dropboxusercontent.com/u/17850283/hammer.png[/T]
No manifests box and therefore only one column on the right. It's very clean and easy to work with.
What is the purpose of the manifests box? I've never actually seen it populated with anything in most of the Hammer configurations. It just seems to take up space and be positioned strangely.
It's to do with particles or instances, I think. I'm probably wrong though.
Either I'm stupid and this already exist but there should be an easier way to cut circles and different shapes other than boxs out of blocks without using the carve tool. I know there is a way to make cylinders and such but not to cut out. They basically should just re-do carve in general imho
[QUOTE=YourStalker;40492620]Either I'm stupid and this already exist but there should be an easier way to cut circles and different shapes other than boxs out of blocks without using the carve tool. I know there is a way to make cylinders and such but not to cut out. They basically should just re-do carve in general imho[/QUOTE]
Carve should never be used. Clip what you need to, vertex edit the rest, never carve.
I hope in the new Source Engine you can edit on the fly like you can in CryEngine 3, that would save SO much time!
[QUOTE=Meekal;40494208]I hope in the new Source Engine you can edit on the fly like you can in CryEngine 3, that would save SO much time![/QUOTE]
I'm expecting the editor to be based off the quake 2 editor. That way, i'm not disappointed when its based on the quake 2 editor.
[QUOTE=YourStalker;40492620]Either I'm stupid and this already exist but there should be an easier way to cut circles and different shapes other than boxs out of blocks without using the carve tool. I know there is a way to make cylinders and such but not to cut out. They basically should just re-do carve in general imho[/QUOTE]
Arch tool then vertexedit/clip is easy enough imo.
If you want to have hammer be less cluttered learn the keyboard shortcuts and untick all unnessecary toolbars in View -> Screen Elements
[url]http://i.imgur.com/zeOrHj5.png[/url]
[QUOTE=Stinger21;40495671]If you want to have hammer be less cluttered learn the keyboard shortcuts and untick all unnessecary toolbars in View -> Screen Elements
[url]http://i.imgur.com/zeOrHj5.png[/url][/QUOTE]
How do you get the hammer interface color black? I'd love to do that...
[QUOTE=Awesomedude2142;40497819]How do you get the hammer interface color black? I'd love to do that...[/QUOTE]
Its probably a windows theme.
How about non-Hammerfy your life and build your levels in 3ds Max? It certainly does the opposite of this thread (in terms of adding more to your UI/options)... but unleashes your creativity.
[QUOTE=wallworm;40510893]How about non-Hammerfy your life and build your levels in 3ds Max? It certainly does the opposite of this thread (in terms of adding more to your UI/options)... but unleashes your creativity.[/QUOTE]
Nice try wallworm. :wink:
[QUOTE=Armageddon104;40512998]Nice try wallworm. :wink:[/QUOTE]
Ahh... all the negative ranks for my suggestion make it obvious that my plan to brainwash everyone into moving over to Max is still far short of success... :)
Anyway, on the actual topic, I think that Hammer is already so minimalist as it is. Unless you're trying to work on a Smartphone (probably not so smart) or tablet with a small screen... what is the problem with the UI as it is?
[QUOTE=wallworm;40513677]Ahh... all the negative ranks for my suggestion make it obvious that my plan to brainwash everyone into moving over to Max is still far short of success... :)[/QUOTE]
Even if you did, everybody would realize that that is the literally most inefficient and least optimized way to map for Source.
[QUOTE=gk99;40519558]Even if you did, everybody would realize that that is the literally most inefficient and least optimized way to map for Source.[/QUOTE]
That's a very bold and naïve comment. I disagree wholeheartedly... but variety is what makes this world interesting.
Hammer is simply a UI to control underlying data. Just because that majority of people happen to use Hammer for level design does not mean it is more efficient than other systems.
Hammer is to level design and game what Notepad is to web development. I can and do use Notepad (and occasionally Hammer) but usually when I'm away from my own computers and resources or when I need to do some limited chore. It's better to have more robust systems that have tools to manage complexity and robust environments. Well... in my view of this world, it is better.
[video=youtube;9sV4_3Ybtbc]http://www.youtube.com/watch?v=9sV4_3Ybtbc[/video]
I do want to note that you can easily customize Max to be as little or much of a UI as you like... so in terms of the opening post (applied to Max) you could easily choose what buttons, toolbars and menus you want. If you want ... it could all just be one viewport with a grid and nothing else. I wouldn't suggest it... but that's the flexibility in UI you get.
If you want to customize the Hammer UI, just open hammer_dll.dll with a resource editor and change the GUI to how you want it to look.
[QUOTE=bohb;40521975]If you want to customize the Hammer UI, just open hammer_dll.dll with a resource editor and change the GUI to how you want it to look.[/QUOTE]
Do you mind expanding on this? How to maybe?
[QUOTE=wallworm;40520668]That's a very bold and naïve comment. I disagree wholeheartedly... but variety is what makes this world interesting.
Hammer is simply a UI to control underlying data. Just because that majority of people happen to use Hammer for level design does not mean it is more efficient than other systems.
Hammer is to level design and game what Notepad is to web development. I can and do use Notepad (and occasionally Hammer) but usually when I'm away from my own computers and resources or when I need to do some limited chore. It's better to have more robust systems that have tools to manage complexity and robust environments. Well... in my view of this world, it is better.
[video=youtube;9sV4_3Ybtbc]http://www.youtube.com/watch?v=9sV4_3Ybtbc[/video]
I do want to note that you can easily customize Max to be as little or much of a UI as you like... so in terms of the opening post (applied to Max) you could easily choose what buttons, toolbars and menus you want. If you want ... it could all just be one viewport with a grid and nothing else. I wouldn't suggest it... but that's the flexibility in UI you get.[/QUOTE]
I can do the same with unity and blender, i wouldn't use either for working in source (not that i use source now, its too egughtshgsgfh).
[QUOTE=IronPhoenix;40523694]I can do the same with unity and blender, i wouldn't use either for working in source (not that i use source now, its too egughtshgsgfh).[/QUOTE]
That you do not use Blender for Unity or Max for Source is your prerogative. There is nothing wrong with anyone using their choice of level builder. What works best for you is all you need.
At the same time, I am devoted to dispelling a couple notions: 1) the [I]incorrect fact[/I] that you have to use Hammer for Source level design and 2) the [I]opinion[/I] that you should only use Hammer.
[I]I[/I] prefer [URL="http://dev.wallworm.com/"]Max for Source[/URL] because I can generate every single kind of art asset inside the environment all at once: BSP geometry, Materials, Textures, Models, RAD FILES from the scene materials with illumination, RES files with all scene assets, dummy soundscape files from scene entities, AUTOMATICALLY PAK the assets into the BSP at export time, and more. Essentially, I've been working on ways to make level design easier and more efficient inside Max with almost every kind of file you need being handled by integrated tools.
You may continue to use whatever design app you wish. But for those who do want something more robust and integrated for Source, don't assume there is no alternative.
And on the topic of this thread again, the Max UI is 99.9% customizable. You could, should you prefer, make a Hammer-like workspace and from there add/delete at your whim.
[QUOTE=wallworm;40524375]That you do not use Blender for Unity or Max for Source is your prerogative. There is nothing wrong with anyone using their choice of level builder. What works best for you is all you need.
At the same time, I am devoted to dispelling a couple notions: 1) the [I]incorrect fact[/I] that you have to use Hammer for Source level design and 2) the [I]opinion[/I] that you should only use Hammer.
[I]I[/I] prefer [URL="http://dev.wallworm.com/"]Max for Source[/URL] because I can generate every single kind of art asset inside the environment all at once: BSP geometry, Materials, Textures, Models, RAD FILES from the scene materials with illumination, RES files with all scene assets, dummy soundscape files from scene entities, AUTOMATICALLY PAK the assets into the BSP at export time, and more. Essentially, I've been working on ways to make level design easier and more efficient inside Max with almost every kind of file you need being handled by integrated tools.
You may continue to use whatever design app you wish. But for those who do want something more robust and integrated for Source, don't assume there is no alternative.
And on the topic of this thread again, the Max UI is 99.9% customizable. You could, should you prefer, make a Hammer-like workspace and from there add/delete at your whim.[/QUOTE]
We're talking about hammer, not 3dsmax. stop derailing with this or make your own thread thanks
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