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| Hmm, this seems to be a good way of getting some VALVe attention. Do you guys ever listen to the community about changes that could improve Hammer? Cause there are some serious things that can improve the editor A LOT. I have three things right on. /[[hipshot]]
| | {{archives| |
| | * [[Special:Redirect/revision/393956|12:35, 2 April, 2024]] |
| | }} |
| | {{clr}} |
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| | == Splitting the page == |
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| ==Texture browser.==
| | Right now the page is a '''''really, really''''' awful mess of information on three separate eras Hammers piled onto each other with random tidbits (like on Narbacular Drop) propped up amidst it at the very top. |
| * How about making categories that one can browse through, still keeping the fast search function of course.
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| ** '''Solution:''' use keywords, filter for folders
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| ==Customization.==
| | For something so integral to GoldSrc and Source modding as '''''Hammer''''' of all things, it simply hurts to see now. |
| * Colors? Hey, this is 2005, why is it that I'm still bound to the black palette? I know I can invert the scheme in the options menu, still, no good.
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| * Customizable keyboard shortcuts for every feature in hammer, please.
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| * Set group's colors manually
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| * I'd like to be able to change the "void" background color again. I remember this feature was in VHE 3.5, so why was it taken out? :( --[[User:Campaignjunkie|Campaignjunkie]] 13:06, 25 Jul 2005 (PDT)
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| ==Navigation.==
| | The infobox is simply wrong as it tries to tie three engines to one editor. |
| * Why is it that you are bound to use either the scroll-buttons, or the arrows on the KB? Both these are slow and bad ways to scroll, how come I can't just click-hold down the right MB and scroll, like in most other editors and many (strategy) games?
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| ** '''Solution:'''
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| *** 3D: enter camera mode with the camera button, shift+C, or Z
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| *** 2D: Hold space and drag the mouse
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| * Add a ruler to the sides of each view so one can know where on the map he is? When I made my first WC/Hammer based map (ever) a couple weeks ago, I found that I was mapping far out the edge, I still find this annoying even if that never happens. Its very good for measurements of brush based structurs.
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| * A speed slider on the 3d-viewport? Like a smaller scrollbar, but it regulates the speed that the player flies through the world in 3D. Its way slow now, and annoying going into the editor-settings to change this every now and then. You can make huge maps with Source, still you need to move really slow when it comes down to local detail. Therefor some better flexibility here.
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| ** '''Workaround:''' scroll with mousewheel to move forwards/backwards, drag with both mouse buttons in camera mode, or teleport the camera wherever you want with the camera tool and the 2D views.
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| *A hotkey for centering an object in 3d view? I know there is ctrl-e for 2d centering and an option to center in 3d view off of one of the dropdown menus, but a hotkey for centering in 3d view would make navigation faster and easier. --[[User:Hyperion2010|Hyperion2010]] 09:11, 1 Aug 2005 (PDT)
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| ** '''Solution:''' Ctrl-shift-e will center the 3D view on the selected entities.
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| * Is it me, or is the wasd-key navigation removed? For some reason, my d and c keys act as forward and backward, but there's no strafe keys right now. Smells like a bug to me - the z doesn't work either anymore. --[[User:Captain_P|Captain P]] 16:28, 3 Aug 2006 (PDT)
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| **I've been noticing Hammer do that to me a lot, it jsut randomly decides to take a different keyboard layout and sue that instead. Everything works, just its switched your keyboard input to a different layout. I thought i got that because I had Us English and UK Englsih on the same system. Restarting hammer fixes it for me. --[[User:Angry Beaver|Angry Beaver]] 10:43, 3 Aug 2006 (PDT)
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| *** '''Solution:''' Hover your mouse over the 3d view and try again.
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| ==Views==
| | Over half of the article's size is taken up by version info (a purely historical information). |
| * Why is the Textured view not shaded? It seems odd that every other rastered view is, and even the Textured view in the old VHE was shaded, so why go back a step?
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| : Actually, I prefer it unshaded. --[[User:Campaignjunkie|Campaignjunkie]] 13:47, 20 Jul 2005 (PDT)
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| :: I think it should be a option, I like a shaded 3d-view also, much easier to see elevation differences --[[User:Hipshot|Hipshot]] 09:30, 24 Jul 2005 (PDT)
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| ::: There is a solution if you want shaded previews, just use Paint Shop Pro or Photoshop and layer the Smoothing Groups view (Multiply Blend) over the textured view. I think the merit in no shading is to see the textures unaltered, since different shading can make textures look different. --[[User:Zevensoft|Zevensoft]] 15:48, 2 Aug 2005 (PDT)
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| * How about a wireframe depth cue based on the camera's position in the 3D view? It could be controlled from the toolbar with on/off and a scrollable number for distance. Anything outside the max distance would fade out from 2D views. It's a lot more elegant than using visgroups. --[[user:TomEdwards|TomEdwards]] 04:35, 25 Jul 2005 (PDT)
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| ** '''Workaround:''' Temporarily use cordon bounds.
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| * It would be nice to manually configure the "zoom" factor in the 2d views, and customize the zooming with the '0'-'9' keys
| | It is effectively useless as a source of information ''on'' any of the Hammers. |
| * Lighting preview in 3d view
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| ==Functions==
| | I propose splitting it into three separate pages, which I've drafted up. The idea is: |
| * Displacement maps, currently, their only usage is for terrain, everyone that says that they are good to use for arches are so wrong, why, because they are just way to advanced as for now. A power value of '.5' and also 1, would be much appreciated. I've tried making these stugff, with manual editing of the vmf file, this works, and it looks good in Hammer, but it's not possible to compile, since [[VBSP]] doesen't handle this. Please make us use simpler displacements.
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| : '''Solution:''' make multiple displacement brushes
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| * Vertex editor of displacements, it sucks using the geometry editor if you are going in really detailed, please valve, please, make these changes. Q3 had a great mesh system, Source can also, if we get these two functions.
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| : '''Solution:''' Use [http://www.violator.eclipse.co.uk/disped/ DispEd] to make precise displacement geometry.
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| : '''Solution:''' Uncheck Spatial, move the mouse over the vertex of choice and hold shift.
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| * using the clipping tool with the grid at 1 unit makes the tool snap 1 unit next to the one you click on. now i know this is not used many times, but there are people out there (like me) who use this pretty much so a fix for this would save us a lot of time.
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| * Carving Tool: carving has always been known as the "evil" in the editor and many people suggested to remove the tool.
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| however, in hammer 3.5 i took use of this tool when creating arches. when i created a 90 degree arch i would always create a block around it and then carve the arch out of it so that the outer portion gets filled up (deleting the inner brushes) now when i do this in the new hammer it totally f*cks it up. or even crashes my machine (and so i have heard im not the only one who has this) fixing this would again speed up work big time.
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| :Carving can splinter a brush and make a big mess but it is safe for many simple tasks, should be allowed to remain in Hammer.
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| * Numerical input values for brush locations and dimensions: It would be nice to be able to type in values for brush sizes (width, height, depth) as well as values for their respective x/y/z locations instead of having to drag them to the desired width, height and depth, or nudge them to an x/y/z point. Right now, in order to place a brush exactly where you need it, or drag it exactly to the desired value, you need to scroll a lot in and out. With numerical input the process of creating brushes, editing and positioning them would be much swifter.
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| * Snap-to grids other than powers of two. Specifically, a grid 12 units in size would be nice. If 1 unit is equal to 1 inch, then having a grid equal to a foot would make sense. —[[User:MightyMooquack|MightyMooquack]] 00:30, 10 Oct 2005 (PDT)
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| * Snap-to-vertex in vertex-manipulation mode (toggle-able). Also, lock selection of objects in vertex-manipulation mode so you don't accidentally clear your selection while trying to select vertices.
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| * Selection groups should have an origin used for transforming; like an origin used in the brush entities.
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| * Referencing objects and entities. Useful for similar posts/poles or for curved hallways. For example, an office room with similar-looking poles. The group of brushes (the pole in this case) is a selection group with a defined origin in the center of the brushes. The other poles would be a point_reference that would reference the one group. Before compiling, a pass will convert all point_references to the appropriate brushes and entities (and make the appropriate transformations). The point_reference should have transformation keyvalues.
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| * Inches and units don't translate to each other very well, so 12 units wouldn't be a foot anyway. Powers of 2 are easiest to handle for computers, and with a grid size of 4 you can cover a 12-unit brush pretty quick. Selection dimensions are shown in the bottom right of Hammers interface bytheway so if measurement is a problem, look there. [[User:Captain_P|Captain P]]
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| * Transformation dialog more keyboard friendly. Example: type in "rot z 45" instead of clicking "rotate", then typing "45" in the z edit box.
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| * It would be nice to have a "select visible" button on the face edit sheet. It will select every face the 3d view can see, at that moment. (For r rows and c columns in the 3d viewport size, make r*c raycasts from 3d camera and select those faces)
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| * Manually edit u and v texture vectors for brush faces.
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| ==Selection Problems==
| | [[User:Cvoxalury/Valve_Hammer_Editor]] for the GoldSrc one. It lists its history briefly, and leads to either GoldSrc categories or TWHL, as VDC is mostly underdocumented in regards to GoldSrc. With hopes of expanding and correcting that. |
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| * The selection handles and various other selection tools are extremely fickle when used in the 2D views. With HL1 Hammer/Worldcraft, I rarely encountered problems while resizing brushes and dragging selection boxes. Hammer for HL2 is very inaccurate in this respect. One can try to resize a brush and put the cursor on the selection handles (causing the mouse cursor to change into a double headed arrow to indicate it's accurately placed for resizing) and then drag, only to find that one is now dragging a selection box instead of actually resizing the brush (i.e. the selection "missed"). It's very irritating indeed, especially when one has auto-select enabled and consequently selects half of the map upon releasing the mouse button.
| | The name of the article will stay (so, the contents of what I linked, will replace the current page), a couple redirects, like Hammer (GoldSrc) will be added. |
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| * Another curious bug occurs when selecting objects in a 2D window and being zoomed out a large(ish) amount. Attempting to drag a selection box that starts nowhere near a brush will result in the closest brush to the pointer being selected.
| | [[User:Cvoxalury/Hammer]] for the Source 1 Hammer. It is the primary Hammer whereas VDC is concerned, owing to its time to creation and body of community work. So the categories that currently link to this article, will be changed to lead to that. Which I can handle. |
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| ==Misc Bugs and Issues==
| | [[User:Cvoxalury/Hammer_(Source 2)]] for Source 2 Hammer. The shortest and stubbiest article, because I don't work with it, and the section in this article is as stubby. I've seen more activity recently on Source 2 documentation front, so hopefully that'll change. |
| * Changing a prop's model to something else, then undoing the action will actually revert the prop's model back to its original state, but the 2d/3d views will display the model selected before undoing the action. If one saves the vmf and reloads the file, the correct model is displayed, so it definitely does revert properly -- it just doesn't update hammer's views. E.g. If one has a pipe model and changes it to a telephone pole, then hits ctrl-z to undo the property change, hammer will continue to display a telephone pole, but the model is actually a pipe once more.
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| * A similar issue exists with the fade distance helpers. Sometimes one will find that when cloning a prop, the newly created prop will appear to possess different fade distance properties to that of the source prop. Save, close and then re-open the file, and the original prop will now display helpers that match the cloned prop (i.e. the helpers are not being updated correctly in the 2d/3d views). *edit -- I've tracked down exactly why this happens: Change a helper's settings and then hitting ctrl-z will cause the helper to revert back to the old properties in the 2D & 3D view, but it does not revert the actual settings. Viewing the entity's fade properties will confirm this. This bug is effectively the reverse of the model bug, as the undo action updates the 2D & 3D views but doesn't update the entity's properties (whereas the model display bug updates the entity properties but doesn't update the 2D & 3D views).
| | All these aren't meant to encompass the whole huge subject of ''working in Hammer''. For that there's separate long established categories (well, for Source there are, at least). It is meant to provide clear info on what Hammer(s) is/are, how to start with it. The current page, again, just isn't doing it. |
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| * Some of the tool textures in Hammer are non-functional and should be removed for simplicity's sakes.
| | The formatting of these drafts isn't final (but the farther they stay from the pile of coloured boxes and text and plaques, the better). I advise against using the {{tl2|Leveleditors}} navbox in general. Naturally, each page will only need one of the tools navboxes. And so on. |
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| * The brightness of sprites in the 3D view is way, way too bright. I can only assume Valve employees wear sunglasses and have good eyecare plans :P Please reduce the brightness of sprites in the 3D view or give some kind of control to users. I get a headache. Some level designers (mod work) I work with actually have a sprites visgroup as they are so bothersome.
| | P. S. Can the rest of the talk page be archived? I don't know how it's done. |
| | [[User:Cvoxalury|Cvoxalury]] ([[User talk:Cvoxalury|talk]]) 17:12, 20 July 2024 (PDT) |
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| * Deleting a brush that is associated with an overlay or decal, then undoing the action, causes the overlay / decal to no longer be rendered. This is obviously very annoying if one accidentally deletes a brush that has several overlays or decals associated with it, as one must then undo the action, then manually re-add all of the faces to the overlay properties. Decals are less bothersome, as one can simply 'nudge' the non-working decal using the arrow keys, and it will re-appear as normal. This is just another niggly problem that could really do with being fixed. There's more stuff but I can't think of it all right now. Having the above issues fixed would be nice --[[User:Defrag|Defrag]]
| | : It seems a bit unintuitive for "Valve Hammer Editor" and "Hammer" to refer to two different versions of the same program, even if it is how Valve titled them. I'd go for "Hammer (GoldSrc)" for the former instead of just a redirect, especially considering Source 2 Hammer is already titled that way, although I suppose it's not a big deal if it's made clear at the top of the page. |
| | : It's also worth mentioning some entities which exist in both Source and GoldSrc (e.g. {{ent|env_global}}) use a template called {{tl2|tabs}} to make it easy to navigate between them. I'm not particularly familiar with this template and it does seem to have a lot of fluff on the inside, but it might be worth considering for this. |
| | : Otherwise, I think the pages you've drafted up look good so far, and I support splitting up the Hammer article in this way. —[[User:Blixibon|Blixibon]] ([[User talk:Blixibon|talk]]) 20:13, 20 July 2024 (PDT) |
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| * The internal accuracy of co-ordinates is not very good, and often the 2D views look messy because of lines that dont fall on the grid. VHE was very good in this aspect, so why does Hammer 4 have the problem? Is it a rounding error?
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| * Group carving seems to be broken, as it will engage in an infinite loop or only one of the selected objects would be carved.
| | : Splitting the Valve Hammer Editor page into 3 different ones would be good because the page would be less messy to read and edit. The {{tl2|tabs}} template can be used for easier navigation. The idea to make the {{tl2|leveleditors}} template came up because "Hey, there is a lot of level editors! Why not create a navbox for them?", but the same can be said to any other tool category, like: Modeling tools, texture tools, etc. |
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| * Multi-monitor support must be improved. I cannot see the texture browser on my laptop after it was previously shown on a previously connected, secondary monitor.
| | : Also, what about a gallery section on those/this page? There is a lot of screenshots of Hammer Editor that are only use on some pages. And one last thing, what about adding more editors to the "Alternatives to Hammer Editor" Section? Like [[Svencraft]] or something else, there are a lot more editors (just look [https://developer.valvesoftware.com/wiki/User:Mr._SystemError/Sandbox#Level_Editors_navbox here] (Im talking about the Goldsrc section in that navbox, other sections i just made for having a list of editors for various games, engines, etc. without having to search for them to try and find any info on them)) that are not very known and hard to find any info about, so probably dont list them, but its probably better to just make a page listing all the alternatives for Hammer Editor (If there isn't one already). Im not trying to force these edits to your pages, im just giving ideas. You can always decline them. -<span style="font-family:TF2 Build;">[[User:Mr._SystemError|Mr. System Error]]<sup>([[User_talk:Mr._SystemError|T]] - [[Special:Contributions/Mr._SystemError|C]])</sup></span> 15:19, 25 July 2024 (PDT) |
| : My saving grace was using the keyboard shortcut: Alt+ down key to open the window's menu and selected the Move menu item. --[[User:Molaughlen|Molaughlen]] 11:27, 11 Aug 2008 (PDT) | |
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| ==Open source==
| | :: Yes, I'm aware there's more than just those VHE alternatives like Svencraft. I want to point to them too, and expanding the gallery can be done (splash and main view are in theory enough if it's going to link to more in-detail pages about working in VHE, but since they don't yet exist for Goldsrc version...). I'm lagging behind a bit on my own proposition due to lack of time but I'll catch up. And thanks for the suggestions! [[User:Cvoxalury|Cvoxalury]] ([[User talk:Cvoxalury|talk]]) 12:33, 26 July 2024 (PDT) |
| With this wiki, you (VALVe), have a great opportunity for collecting ideas and improvements suggested by the very (large) developing community that you helped creating since late '98. The professional developers, that every day comes and works at a office, might get a bit 'walled-in' (no offence) weather their editor is good or not. Their agenda spans over like 3-4 years, and they are so used to the work and the 8h workday phase that they might not notice and feel like changes in the GUI could speed and help thier work. Example, iDs Doom3Edit, that is built-in and comes with Doom 3, the editor sucks so incredibly much compared to GTKradiant when it comes down to everything, even speed, the only thing it does good is the realtime light and sound the editor features since its totaly native with the Doom 3 Engine. Everything else, from texture (and 'ing'), navigation, selections, render speed (large maps), shortcuts, menus and functions is far better in GTKr (1.5). If VALVe should release the source for the VHE to the community, I think we could see the same story for hammer, since more outside mappers and developers starts improving the editor 'beyond the year 2001'. Or, take suggestions and implant them, It can't be that hard to change improvements in the GUI, and you sure would make alot of us happy. /[[hipshot]]
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| : Releasing the source for Hammer might cause a lot of different versions to pop up, each having a thing of it's own. Perhaps allowing a plugin system, adapting Hammer to accept plugins and giving some documentation about how to create these? --[[User:Captain_P|Captain P]]
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| :: I've E-mailed Valve before and gotten the response "A Plugin feature is one we would like to add but its not an easy feature to add". Its hopeful, like "When its done" is hopeful. --[[User:Angry Beaver|Angry Beaver]]
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| :::The Dark Messiah beta includes a large number of licensee binaries that aren't in the public SDK, which include plugins (in a folder called 'plugins') for Hammer like [[Vmpi|VMPI]]. Sounds like they aren't so far off after all! --[[user:TomEdwards|TomEdwards]] 10:59, 3 Aug 2006 (PDT)
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| == Hammer Editor Improvements ==
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| I've sent a message once to Garry Newman, maker of the popular sandbox mod Garry's Mod. I was asking of the possibility of creating map content in Gmod for multiplayer and single player mods for Half-Life 2 and it's kin. The map itself would be created from Hammer but the placement of items, the point and click system of creating triggers and basic interactions like elevators and transports on rails is very intuitive if it were done the way Gmod users do their experiments. Granting nothing quite complicated can be done with regards to scripting or coding in Gmod, to even present the option of doing a vanilla type of mod would do wonders to the first time modder. I remember how much fun I had in messing around with a track editor in an unknown game such as Revolt for the PC. The prospect of having to learn programming is quite intimidating and discouraging for people with no background in the field. Every one of us has a basic understanding of logic, cause and effects, triggers and events. I am sure a lot of people have a grasp of what's it like to set a trap for someone in real life. This is how Garry's mod works. What you see is what you get. And you walk around like you're setting up things in real life first person point of view. Inputs of codes might be the way computers understand us humans but do you remember how intuitive clicking icons and buttons were when they were first introduced in the Mackintosh and then on the Windows operating systems? Soon enough, a lot of people were using computers and not only the geeks and technicals. Opening the interface up to the artistic masses will give a boom in more beautiful maps and imaginative games. Artistic people prefer the intuitive tools like paintbrushes, pencils, pen tablets and hopefully in the future, Hammer Editor. Technology may be bridging the gap between art and the digital world but the nature of the right hemisphere of the brain remains the same.
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| Mark
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| == Compile error ==
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| <code>
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| ** Executing...
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| ** Command: "c:\program files\steam\steamapps\fishymarshall\sourcesdk\bin\ep1\bin\vbsp.exe"
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| ** Parameters: -game "c:\program files\steam\steamapps\fishymarshall\counter-strike source\cstrike" "C:\Program Files\Steam\steamapps\fishymarshall\sourcesdk_content\cstrike\mapsrc\CASTEL.1"
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| Valve Software - vbsp.exe (Dec 11 2006)
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| 2 threads
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| materialPath: c:\program files\steam\steamapps\fishymarshall\counter-strike source\cstrike\materials
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| Error opening C:\Program Files\Steam\steamapps\fishymarshall\sourcesdk_content\cstrike\mapsrc\CASTEL.1: File C:\Program Files\Steam\steamapps\fishymarshall\sourcesdk_content\cstrike\mapsrc\CASTEL.1, line 1: No such file or directory.
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| ** Executing...
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| ** Command: "c:\program files\steam\steamapps\fishymarshall\sourcesdk\bin\ep1\bin\vvis.exe"
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| ** Parameters: -game "c:\program files\steam\steamapps\fishymarshall\counter-strike source\cstrike" -fast "C:\Program Files\Steam\steamapps\fishymarshall\sourcesdk_content\cstrike\mapsrc\CASTEL.1"
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| Valve Software - vvis.exe (Nov 8 2007)
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| fastvis = true
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| 2 threads
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| reading c:\program files\steam\steamapps\fishymarshall\sourcesdk_content\cstrike\mapsrc\CASTEL.bsp
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| Error opening c:\program files\steam\steamapps\fishymarshall\sourcesdk_content\cstrike\mapsrc\CASTEL.bsp
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| ** Executing...
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| ** Command: "c:\program files\steam\steamapps\fishymarshall\sourcesdk\bin\ep1\bin\vrad.exe"
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| ** Parameters: -both -game "c:\program files\steam\steamapps\fishymarshall\counter-strike source\cstrike" -noextra "C:\Program Files\Steam\steamapps\fishymarshall\sourcesdk_content\cstrike\mapsrc\CASTEL.1"
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| Valve Software - vrad.exe SSE (Nov 8 2007)
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| ----- Radiosity Simulator ----
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| 2 threads
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| [Reading texlights from 'lights.rad']
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| [1 texlights parsed from 'lights.rad']
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| Loading c:\program files\steam\steamapps\fishymarshall\sourcesdk_content\cstrike\mapsrc\CASTEL.bsp
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| Error opening c:\program files\steam\steamapps\fishymarshall\sourcesdk_content\cstrike\mapsrc\CASTEL.bsp
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| ** Executing...
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| ** Command: Copy File
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| ** Parameters: "C:\Program Files\Steam\steamapps\fishymarshall\sourcesdk_content\cstrike\mapsrc\CASTEL.1.bsp" "c:\program files\steam\steamapps\fishymarshall\counter-strike source\cstrike\maps\CASTEL.1.bsp"
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| The command failed. Windows reported the error:
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| "The system cannot find the file specified.
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| </code>
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| == Crashes when I edit anything but Team Fortress 2 ==
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| When I open Hammer after selecting anything buy team fortress 2, and then try to put an object of any kind (bursh, entity) it crashes with no error message except window's "we have encounted a problem" message. A friend told me it probably had to do with configuration, but I have already reset the configuration once. I can't find what is going on anywhere on the internet. help would be really appreciated since I'm tearing my hair out over this. I know I was able to edit Half-life 2 maps before, though I'm not sure what changed (I got HL2 and TF2 together in the orange box.)
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| (Leopardson):
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| Try this:
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| If you are running through the Source SDK, create a shortcut on your desktop, go to properties, and add the line to "Target" -engine ep2.
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| == System freezes during brush sizing/resizing ==
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| Frequently, when I'm moving the bounds of a brush to line things up, my entire system completely freezes, and I'm forced to reboot. This can set me back if I've been working on it a while, and to be honest it's not worth using Hammer if this happens so much. My computer is an HP Pavilion dv9000 laptop running Windows Vista (but I've used Hammer on my other Vista machine without any such problems). [[User:Twisol|Twisol]] 15:24, 1 Jan 2008 (PST)
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| (Leopardson):
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| I also have this problem. The freezes last anywhere from 10 seconds to reboot level.
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| I am running on a PC (From various parts, I put them together):
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| AMD Athlon x64 2800+
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| 1gb Ram
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| 256mb DDR2 Geforce 6200 (Most likely irrelevant)
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| Windows 2000 Professional OR Kubuntu 7.10 Gutsy Gibbon (Via WINE).
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| Problem persists on both operating system.
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| It happens a bit different. I think it happens while selecting or moving/changing anything.
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| ==Can you change a map's 3d view settings without opening it?==
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| *Up until today, I have had absolutely no problems opening, editing, and compiling maps with Hammer, but suddenly there is a big problem. When I open either of my two primary maps, Hammer starts to load them, but right when it should start rendering the 3d view, it closes the program with no error message.
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| *When I opened the same maps on my XP machine, they opened just fine, but were working in '''3d wireframe mode'''. When I switched them to '''3d textured mode''', they worked fine, but as soon as I tried '''3d textured and shaded''', Hammer crashed the same way.
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| --[[User:RigorMortis|RigorMortis]] 19:39, 7 Jan 2008 (PST)
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| ===Solution===
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| My solution came to me through the SteamPowered Forums, [http://forums.steampowered.com/forums/showthread.php?t=641007&highlight=shaded+textured this thread.]
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| If you open a new map, set your 3d viewport to the desired setting, then close Hammer, it will keep that setting the next time you open a map. My regards to OneElitePenguin for figuring this one out!
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| --[[User:RigorMortis|RigorMortis]] 22:35, 7 Jan 2008 (PST)
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| == Stupid 3.4! ==
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| Wow... someone spammed the page good. I took care of it. I hate those %$#@!%$#! Anyway, why i came in the first place... My version of SDK Base has'nt downloaded fully yet, but I found version 3.4 already on my computer! i thought cool... then saw it only had primitives, no entities, not even a playerstart or func_breakable. I realize its for HL1, but come on! anyone remember how to import entities and models? --[[User:JeffMOD|JeffMOD]] 18:01, 8 May 2008 (PDT)
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| :Okay, I took a long time to update this, but, here goes. Turns out its 3.5, and for some reason I didn't have an .FGD. So, no, Im not a COMPLETE moron. --[[User:JeffMOD|JeffMOD]] 06:27, 27 Jul 2008 (PDT)
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| ::You need 3.4 to install 3.5 correctly, because it has to be installed on top of it. Then you need to create game definitions. [[User:Solokiller|Solokiller]] 06:52, 27 Jul 2008 (PDT)
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