Slammin' Source Map Tools: Difference between revisions
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Note:This page is basically a copy of the original facepunch thread.
Note:You don't have to use
Slammin' Source Map Tools's
Hammer to use its compile tools.(AKA you can use
Hammer++ with Slammin' VRAD,VVIS,VBSP).
Note:
Mapbase's VBSP has most of
Slammin' Source Map Tools VBSP improvements.
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Slammin' Source comes with an upgraded {{Hammer|4.1}} editor named {{Hammer|4.1}} 5.2 ''(not to be confused with {{Source2|4.1}}'s {{hammer5|4.1}}''), and improved [[VVIS]], [[VRAD]] and [[VBSP]]. | Slammin' Source comes with an upgraded {{Hammer|4.1}} editor named {{Hammer|4.1}} 5.2 ''(not to be confused with {{Source2|4.1}}'s {{hammer5|4.1}}''), and improved [[VVIS]], [[VRAD]] and [[VBSP]]. | ||
{{note|You don't have to use {{slamminsrc|4.1}}'s {{Hammer|4.1}} to use its compile tools.(AKA you can use {{Hammerpp|4.1}} with Slammin' [[VRAD]],[[VVIS]],[[VBSP]]).}} | |||
Slammin' Source Map Tools are created by [https://knockout.chat/user/1373 Slartibarty] | Slammin' Source Map Tools are created by [https://knockout.chat/user/1373 Slartibarty] | ||
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*Reworked the entire right-hand UI bar to be easier to use | *Reworked the entire right-hand UI bar to be easier to use | ||
*Removed Radial Culling, it crossed me for the last time | *Removed Radial Culling, it crossed me for the last time | ||
*Removed | *Removed {{quake|4}}, Hexen 2, {{quake2|4}} and {{hl|4}} support | ||
*Added support for func_instance_origin, set the in-editor origin point for instances (no keyvalues needed) | *Added support for func_instance_origin, set the in-editor origin point for instances (no keyvalues needed) | ||
* | *Removed support for [[WAD]] files | ||
*Clamped framerate to 60hz from 100hz (will make this an option) | *Clamped framerate to 60hz from 100hz (will make this an option) | ||
*Extended available automatic visgroup types | *Extended available automatic visgroup types | ||
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*Paste & Paste Special shortcuts now properly displayed in the edit menu | *Paste & Paste Special shortcuts now properly displayed in the edit menu | ||
*Added support for the "boolean" FGD data type | *Added support for the "boolean" FGD data type | ||
==Slammin' VBSP== | ==Slammin' VBSP== | ||
{{note|{{mapbase|4.1}}'s [[VBSP]] has most of {{slamminsrc|4.1}} VBSP improvements.}} | |||
*Proper support for power of 4 [[displacements]] | *Proper support for power of 4 [[displacements]] | ||
*Detail brushes now preserve their smoothing group | *Detail brushes now preserve their smoothing group |
Revision as of 13:42, 6 December 2023



Slammin' Source Map Tools are updated and more feature rich mapping/compile tools for
Source (Compared to Source's default ones, such as VVIS ,VRAD ,VBSP ,and
Hammer)
Slammin' Source comes with an upgraded Hammer editor named
Hammer 5.2 (not to be confused with
Source 2's
Hammer 5.x), and improved VVIS, VRAD and VBSP.




Slammin' Source Map Tools are created by Slartibarty
Common improvements:
SSE2 support
- Higher limits Todo: Of what?
- Max CPU threads bumped to 32
- Cleaned up common code
- Large Address Awareness (Can handle addresses larger than 2 gigabytes)
Slammin' Hammer 5.2
- Enabled Visual Styles 6.0
- Performance upgrades
- Entire program now uses your default system font, instead of the dated win9x standard font
- Revamped entire user interface, made the options menu cleaner, and removed obsolete options
- Added new graphical options to the 3D View tab, including picmip, MSAA level, etc
- Added an option to change the 3D viewport background colour: default is 128,128,128
- Removed huge amounts of deprecated icons, cursors and bitmaps
- Modernised large chunks of code, doesn't really affect the end user experience, but it should make you happier to know
- Increased the distance that vertex positions are rounded to integers to 0.01 from 0.05, this fixes some gross vertex rounding issues (or lack thereof)
- Say goodbye to the process window, Hammer's built in compiler now feeds compile information to a new exe, meaning no more freezes, and instant compile information on the fly. You can still use Hammer while a map is compiling
- New toolbar, transform tools. Same as the options available in the "tools" menu option, just brought out for ease of access
- Texture application window is now more concise, added X and Y buttons that randomise texture coordinates for their appropriate boxes
- Texture application window is now host to an experimental "reset" texture button, which resets the texture's scale, shift coordinates, lightmap scale and rotation
- Reworked the entire right-hand UI bar to be easier to use
- Removed Radial Culling, it crossed me for the last time
- Removed
Quake, Hexen 2,
Quake II and
Half-Life support
- Added support for func_instance_origin, set the in-editor origin point for instances (no keyvalues needed)
- Removed support for WAD files
- Clamped framerate to 60hz from 100hz (will make this an option)
- Extended available automatic visgroup types
- The "default animation" keyvalue for dynamic props is now registered and will now automatically play in the viewport
- func_detail_blocker entities are displayed accurately in Hammer, with detail objects inside the entities' volume not being drawn
- Added "open source" and "explore to source" buttons in the texture browser, selecting a material and using either of these buttons will bring you to the material's folder
- Certain UI elements such as the entity report dialogue now support resizing
- Models no longer share animations with all other model instances present
- Multiple precision and accuracy fixes in general, brushes are less likely to crap up, texture coordinates are displayed correctly, etc
- Paste & Paste Special shortcuts now properly displayed in the edit menu
- Added support for the "boolean" FGD data type
Slammin' VBSP



- Proper support for power of 4 displacements
- Detail brushes now preserve their smoothing group
- Any prop with $staticprop can now be a static prop
- Improved brush precision
- Added missing content types to csg.cpp
- New %compile command for VMTs, "%compileNoShadows", makes a material not receive shadows, only direct light. This is used on water usually
- Translucent brushes should no longer cut visleaves if they are world brushes
- Any prop with $staticprop can now be a static prop (IE physics props)
- Increased detail sprites limit
- Custom lightmappedgeneric shaders are supported now
- Implemented support for func_detail_blocker
- Leaktest is now enabled by default
Commands
Note:This only lists new commands or ones that have been changed.
- -noleaktest disable leaktest
- -maxluxelscale, lets you limit the maximum luxel scale in your map
- -nodefaultcubemap, disables automatic skybox cubemap generation
- -blocksize, lets you customise the size of visleaf splitting "blocks", default is every 1024 units
- -visgranularity, lets you automatically place hint brushes in your map, syntax is "-visgranularity X Y Z"
- -infoladder, converts all func_ladder entities to info_ladder
Slammin' VRAD
- HDR is enabled by default
- Improved displacement lightmap quality
- -staticproplighting, -staticproppolys and -textureshadows enabled by default
- Transparent textures loaded by VRAD are now bilinear filtered, for more accurate shadows
Commands
Note:This only lists new commands or ones that have been changed.
- -ambientocclusion, adds ambient occlusion to your map
- -aosamples to decide how many samples you want
- -aoscale scale ambientocclusion's strength.
- -softencosine, softens coloured lighting so it blends more accurately
- -coring, scale the light threshold before a luxel is completely unlit, used to save lightmap data, default is 0.5
- -dispchop, adjust the amount of patches generated for displacement faces, default is 8
- -ambient, when supplied with three RGB values, will apply a constant light value to every luxel in your map
- -reflectivityscale, multiplier for the reflectivity of textures in your map
- -extrapasses, lets you scale how many extra passes you want your map to go through, default is 4, differences above this value are extremely minimal
- -worldtextureshadows, allows world polys to cast texture shadows, much like models can
- -translucentshadows to enable the effect on $translucent surfaces
- -final has been completely reworked, -aosamples is set to 32, -extrasky is set to 16, extrapasses is set to 8 and large disp sample radius is enabled
Slammin' VVIS
- Minor code cleanup
Commands
Note:This only lists new commands or ones that have been changed.
- None?
Compatibility
Branch: | Compatible: | Note: |
---|---|---|
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YES | Use Mapbase's VBSP |
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YES | NONE |
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YES | NONE |
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YES | You need to install ![]() |
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YES | You need to install ![]() |
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YES | You need to install ![]() |
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YES | You need to install ![]() |
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YES | You probably need to install ![]() |
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NO | NONE |
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NO | NONE |
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NO | NONE |
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NO | NONE |
External links
- knockout (Download)