Hammer++/Bugs and limitations with unsupported games
Black Mesa
Works with Source 2013 Singleplayer version. However, there are some bugs and issues due to which you will not be able to work constantly.
New lights do not work correctly
Entities with "newLight_" and "newLights_" prefixes don't work with SmartEdit
and attempting to replace an entity with one of these will cause a obsolete error.
A new light point placed with the Entity Tool.
npc_gman
after being replaced bynewLight_Point
.
This is because new lights use capitalized letters in classname, causing Hammer++ to be unable to read them normally. You can fix it by replacing capitalized letters with lowercase in the FGD. However, you will still not have any preview for new lights.
npc_xortEB
.Lightmapped_4WayBlend is not loaded
You will not be able to work with Xen levels and some Earthbound outdoor levels, since this shader is used for surfaces everywhere.
No surface blend preview
WorldVertexTransition was replaced by LightmappedGeneric in Black Mesa. This means that you cannot see blended surfaces in Hammer++, since this feature is not provided.
GRPortal is not loaded
This shader is used for the nihilanth's portals.
Physics Tool doesn't work properly with new ragdoll entities
prop_ragdoll_original and misc_dead_hev
are ragdoll entities, Hammer++ doesn't know about this.
ragdoll()
in FGD for these entities.
prop_ragdoll_original and misc_dead_hev simulating as "general" objects, in Hammer++ while prop_ragdoll works fine.
Strata Source
Mainly works with the Counter-Strike: Global Offensive version. Hammer++ will not provide features from Strata Hammer and the engine (mainly UI elements and how it works with content). The convenience of its usage will depend on what you plan to do.
Only supports the Counter-Strike: Global Offensive model format
Strata Source supports all model formats from any game. Hammer++ for Counter-Strike: Global Offensive only supports the model format from Counter-Strike: Global Offensive, so you'll need to port models if they do not use this format.
No Scale Override
preview
Static props support the Scale Override
keyvalue (similar to Source 2). You will not see changes in Hammer++.
Custom folder is not supported
Strata Source supports the custom
folder. Hammer++ for Counter-Strike: Global Offensive doesn't.
Doesn't read mounts.kv
mounts.kv
is a way for Strata Source to mount content from other games without editing the gameinfo.txt
. Hammer++ doesn't read this file.
Escape sequences are not supported
Only Strata Hammer supports escape sequences.
Mapbase
Works fine with Source 2013 Singleplayer version. Some custom shaders may work incorrectly, and some custom features will not work as expected.
SDK_Cable doesn't work properly
Display skybox instead of a cable texture.
Spotlight textures don't apply to spotlight preview
Mapbase supports customization of the beam and halo texture. Hammer++ always draws the standard textures.
An example. Used obsolete icon for halo and electric texture for beam.
TeamSpen's Hammer Addons
Not a game, but it has some compatibility issues as well. Some issues make it difficult to use together with Hammer++.
Helper model broken with sprites
TeamSpen's Hammer Addons uses model helper for sprite entities, allowing you to place them more accurately.
Copying and pasting causes the helper model to use the value from the sprites model
property name. This causes Hammer++ to use a nonexistent model, which will display as a ERROR. Doesn't happen when you place a sprite entity via Entity Tool or when you replace an entity with a sprite entity.
Left 4 Dead series
Hammer++ for L4D2 works fine on Left 4 Dead, except when compiling the map. After compiling the map and trying to join the map, an error will appear and display: STEAM validation rejected and after pressing ok, the menu will be frozen.
In Left 4 Dead 2, the same error happens without Steam rejection, displaying multiple repeating errors on the console and being unable to interact with the menu.
Textures glitching on Displacements
In Left 4 Dead 2, textures glitch on displacements when the camera view is far away.