Valve Hammer Editor (GoldSrc): Difference between revisions
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FGDs | ;FGDs | ||
{{note|Some of these FGDs can also be found in {{Path|Half-Life SDK\Hammer Editor\fgd}}. However, if you are using other editors (such as {{jack|3.1}} or {{trenchbroom|3.1}}), we recommend you using FGDs (such as {{code|[[Half-Life.fgd|halflife.fgd]]}}) shipped with these editors instead, to take advantage of modern editor features. Updated versions can also be found linked from these pages.}} | {{note|Some of these FGDs can also be found in {{Path|Half-Life SDK\Hammer Editor\fgd}}. However, if you are using other editors (such as {{jack|3.1}} or {{trenchbroom|3.1}}), we recommend you using FGDs (such as {{code|[[Half-Life.fgd|halflife.fgd]]}}) shipped with these editors instead, to take advantage of modern editor features. Updated versions can also be found linked from these pages.}} | ||
* '''Half-Life''' ([[Half-Life.fgd|FGD]]) | * '''Half-Life''' ([[Half-Life.fgd|FGD]]) | ||
** {{hlop4|1.bold}} ([[hl_op4.fgd|FGD]]) | ** {{hlop4|1.bold}} ([[hl_op4.fgd|FGD]]) | ||
** {{hlbs|1.bold}} ([[hl_bs.fgd|FGD]]) | ** {{hlbs|1.bold}} ([[hl_bs.fgd|FGD]]) | ||
* {{cs|1.bold}} and {{cscz|1.bold}} ([[ | * {{cs|1.bold}} and {{cscz|1.bold}} ([[halflife-cs.fgd|FGD]]) | ||
** {{czds|1.bold}} ([[Condition_Zero_Deleted_Scenes.fgd|FGD]]) | ** {{czds|1.bold}} ([[Condition_Zero_Deleted_Scenes.fgd|FGD]]) | ||
* {{dod|1.bold}} ([[Day of Defeat.fgd|FGD]]) | * {{dod|1.bold}} ([[Day of Defeat.fgd|FGD]]) | ||
| Line 578: | Line 578: | ||
* {{ricochet|1.bold}} ([[Ricochet.fgd|FGD]]) | * {{ricochet|1.bold}} ([[Ricochet.fgd|FGD]]) | ||
* {{tfc|1.bold}} ([[Team Fortress Classic.fgd|FGD]]) | * {{tfc|1.bold}} ([[Team Fortress Classic.fgd|FGD]]) | ||
For more FGDs, see [[:Category:GoldSrc FGDs]]. | |||
=== External links === | === External links === | ||
Latest revision as of 07:01, 8 May 2025
(1.0, as Worldcraft)
April 18, 2003 (3.5, not included with HLSDK)
Valve Hammer Editor, more informally known as Hammer, and previously Worldcraft, is Valve's in-house level editor for GoldSrc games. Version 3.4 is included on Half-Life SDK, and version 3.5 is the last version to be designed for GoldSrc.
Downloading and using VHE
VHE can be downloaded in Steam with Half-Life SDK (located in the Library among Tools; or click here to install it directly from Steam). However, the included version of Hammer, 3.4, isn't the latest, and lacks important features such as model previews.
A more updated Hammer 3.5 can be downloaded from TWHL, from VDU, from ModDB and in other community places.
For setting it up, see Configuring Hammer for Half-Life. That tutorial is effectively the same for other GoldSrc games.
Alternatively, see the
Tutorial: Setup Guide: Hammer on TWHL wiki.
For creating your first map, see TWHL's
Tutorial: In the Beginning Part 1 and further. The local tutorial on VDC is pending construction.
Features
Goldsrc level design, and by extension, Hammer relies on building enclosed levels with brush geometry, populating them with entities, and compiling them. To that end, Hammer enables you to:
- Create geometry of virtually any complexity by combining Primitives;
- Choose and apply textures to those primitives' faces via the Material Browser and the Texture tool, deciding their alignment, scale and rotation;
- Place base and game-specific Entities - defined in the FGD - with the help of the Entity Tool, and converting brushes into Solid Entities;
- Set up events, triggers, scripted sequences, paths and other types of map logic by editing the settings of each entity;
- Create and load Prefabs;
- Use compile tools (which you can replace with any compatible ones of your choosing) to turn your map into a game-ready BSP.
Hammer alternatives
Modern alternatives for working with GoldSrc levels include:
J.A.C.K. (formerly Jackhammer) - many improvements, new features and QoL; also supports idTech titles;
TrenchBroom - primarily an idTech (Quake games engine) editor with recent added support for GoldSrc; open-source;
NetRadiant-Custom - also primarily a Quake-games editor with full support for GoldSrc; open source;
QuArK - multi-purpose tool and level editor, supports GoldSrc, Source 1, and IdTech titles; open source;
Historical (mostly not actively developed) alternatives include:
Sledge - open source;- BSP (editor) - an older tool created by Valve's Yahn Bernier and maintained by the community. It was also the tool several of Valve designers used to work on Half-Life, until Worldcraft was purchased and BSP was phased out.
Developer resources
TWHL Wiki - a large collection of GoldSrc tutorials with a community forum and Discord server.- Valve Developer Union (VDU) - a collection of archived tutorials for GoldSrc modding.
- The 303's tutorials and resources.
- Tommy of Escondido's Mapping Help tutorials.
- List of GoldSrc FGD files.
Versions History
- Worldcraft versions 1.x support Quake I, i. e. idTech 2 engine. Version 1.6 additionally supports Quake II and Hexen II.
- Worldcraft versions 2.x mark Half-Life oriented, Valve-released versions, and ditch IdTech 2 support. 2.0 released with Half-Life and was on its retail disc.
- Worldcraft/Hammer versions 3.3 and 3.4 were released by Valve. 3.5 was in the works and released as beta, but never officially released by Valve, and was not included on Half-Life SDK.
Various versions can be downloaded from Valve Archive.
IdTech 2 versions
The full version history of Beta & 1.x:
| Version | Release date | Features |
|---|---|---|
| Beta 0.920 | September 20, 1996 | Fixes:
Fixed a lot of Direct3D crashing bugs. I hope this helps some people. Unfortunately, it won't help people with Matrox cards.
New functions:
(Sidetrack: I am adding a "Vertex/face manipulation mode." Watch for it in the immediate future!) How to use this: - Click on a face to select/deselect it. - Hold down CTRL to select multiple faces. - Hold down ⇧ Shift to select/deselect all of a solid's faces. SHIFT must be combined with CTRL to select multiple solids' faces. When you enter the mode, a dialog box is displayed that contains info about the currently selected faces. Modify the info and hit APPLY to make it permanent. Hit REVERT to restore the original information. While you're in this mode, you can still use the other tools - magnify, camera, etc. However, you MUST select the pointer tool to select more faces. Also, You can use Edit|Clear Selection to deselect all faces.
|
| Beta 1.007 | October 7th, 1996 | Fixes:
New functions:
|
| Beta 1.022 | October 22, 1996 | |
| Beta 1.030 | October 30, 1996 | Fixes:
New functions:
|
| Beta 1.031 | October 30, 1996 |
On December 9th Ben Morris announce plans for Unreal support. Fixes:
|
| ??? | November 23, 1996 |
|
| 1.0 | December 3, 1996 |
The full version of Worldcraft was released, the price for the full version was $34.95. Worldcraft was initially distributed by New functions:
The new feature is the use of the , and . keys to cycle backwards and forwards in the Hit List. This also works with 2D views - the left button adds all the "hit" objects to the Hit List, and you can use the PGUP and PGDN keys to cycle thru the objects. Again, hold down CTRL * before* you click to keep the current selection.
- no player 1 start - solid has mixed face contents. - object whose 'target' value has no matching 'targetname' in another object Use Map|Check for Problems or Alt+P to access it.
Fixes:
|
| 1.0a | December 5, 1996 |
Fixes:
|
| 1.0b | February 15, 1997 | |
| 1.1 | January 27, 1997 | Fixes:
New functions:
|
| 1.1a | February 20, 1997 | Fixes:
New functions:
|
| 1.2 | February 25, 1997 |
On July 14, 1997, Valve hires Ben Morris and acquires Worldcraft. They did so with the intent to use it for the development of Half-Life and later release it with Half-Life. |
| 1.3 |
| |
| 1.5 | September 5, 1997 | New functions:
- you can combine a group with another group by click-dragging it over the destination; - you can delete a group by dragging it out of the listbox - you can rename a group by selecting it and then clicking it again in the listbox.
- the active camera (drawn with a red line) moves in 2D when the 3D position changes. - press DEL to delete the active camera. - press PGUP and PGDN to cycle through the existing cameras.
- unrecognised texture - a texture on a face that's not found in any of the currently loaded WAD files. FIXing this error replaces the texture with the currently selected texture. - invalid brush - a brush that's been mangled by vertex manipulation or other strange phenomena. FIXing this error causes Worldcraft to closely approximate the invalid shape with a valid one. The results might not be desirable all the time. Other Small Features:
Tiny features:
- CTRL+E behavior: - centers on selection - centers on map (if no selection) - centers on selected vertices (if in vertex mode)
- fixed the 1-off scaling problem - fixed texture browser ugliness in NT - pasting objects snaps to grid - fixed the 45 degree texturing problem - toolbar doesn't flash anymore - copying a command sequence in the expert run map feature used to crash. - lines are much crisper in the 2D views - no jaggies on 45 degree lines, for example. - shearing objects now snaps to grid. |
| 1.5a | September 24, 1997 | New functions:
Fixes:
|
| 1.5b | October 9, 1997 | New functions:
Fixes:
|
| 1.6 | March 6, 1998 | Announced December 18, 1997. Released March 6, 1998. At the same time Ben Morris announced that he has left Valve Software.
New features:
|
| 1.6a | August 25, 1998 |
A Shareware version was released with the 1998 September issue of |
| 1.6b |
The FGDs for 1.x:
- quake.fgd
- quake2.fgd
- q2ctf.fgd (Quake II ThreeWave Capture the Flag)
- D-Day: Normandy.fgd
GoldSrc versions
The full version history of 2.x and 3.x:
| Version | Release date | Features |
|---|---|---|
| 2.0 | November 19, 1998 | Version 2.0 of Worldcraft was released with the release of Half-Life, and only worked with Half-Life.
Worldcraft 2.0 represents the largest jump in feature enhancements and additions to date. Below are a list of the new things along with links to more information about them. There are a few new features on the toolbars. Map Tools:
Map Operations:
Msp Views:
The Texture Application mode (Face Properties dialog) has been enhanced with several new features. A smooth groups feature allows you to specify an angle at which QRAD will consider an object "rounded" and will smooth the lighting accordingly. Any angles at or under the value specified will be smoothed. The material feature shows what material type the currently selected texture is. Material type will effect sounds made directly on the surface of a brush with that texture (footsteps, bullet ricochets, etc). Last, the Quake II surface parameters are available to you, letting you control things like surface lighting and detail brushes. There are several new options available to you through the menus as well.
• general • 2D views • 3D views • textures • game configurations • build programs The game configurations dialog contains all the information for setuping up multiple game configurations. This lets you specify what entity set and map format to use, as well as palette and default entity information. The build programs dialog allows you to specify which compile tools to use with which game configuration. As well, all values entered here are easily referenced in the expert compile dialog by a series of static variables ($game_exe, $bsp_exe, etc). The compile tools included for Half-life are somewhat different than previous games, but operate in a very similiar manner. The tools are as follows: You should say that qcsg analyzes all the geometry, textures, and entities in your map. qbsp2 divides that map up into visible areas, and then vis determines more rigorously which polygons are visible and which ones aren't. You can invent a word "visable", meaning "a level which can be vised" as opposed to "visible", "that which can be seen" You should explain that ahead of time so people don't think it's a typo
|
| 2.1 | April 09, 1999 | Version 2.1 of Worldcraft was released for free, but only worked with Half-Life.
Updates:
New Features:
|
| 3.3 | June 8, 2000 |
Highlights: The editor has been given a facelift, with a completely rewritten OpenGL renderer for the 3D views. This enables the addition of engine rendering code for previews of such things as sprites and glow effects. Texturing, normally the most time-consuming aspect of mapmaking, has also been streamlined. And, a number of other productivity-enhancing features have taken the most common hitches out of mapmaking.
Features: Aside from the above highlights, there have been a number of smaller changes as well.
|
| 3.4 | March 31, 2002 |
An updated version of Valve's level editing tool is now available for download. This release includes new functionality and several fixes. It also introduces a new name for the product, Hammer. Changes include:
Fixes:
|
| 3.5 | April 18, 2003 |
A beta version of Hammer 3.5 was released. This was the last version for GoldSrc engine. This version was released as just the main executable and required Hammer 3.4 to be installed to work. New features:
Changes:
|
- FGDs
Half-Life SDK\Hammer Editor\fgd. However, if you are using other editors (such as J.A.C.K. or TrenchBroom), we recommend you using FGDs (such as halflife.fgd) shipped with these editors instead, to take advantage of modern editor features. Updated versions can also be found linked from these pages.- Half-Life (FGD)
- Counter-Strike and Counter-Strike: Condition Zero (FGD)
- Day of Defeat (FGD)
- Deathmatch Classic (FGD)
- Ricochet (FGD)
- Team Fortress Classic (FGD)
For more FGDs, see Category:GoldSrc FGDs.
External links
- Worldcraft 1.6 official website (archived)
- Download Hammer 3.4 from Gamebanana
- Overview of Worldcraft on Valve Developer Union
- VHE 3.5.3 on ModDB - unofficial modified version of Hammer 3.5
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