Slammin' Source Map Tools: Difference between revisions

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==External links==
==External links==
*[https://knockout.chat/thread/992/1 knockout] (Download)
*[https://knockout.chat/thread/992/1 knockout] (Download)
==See Also==
*[[Map Compiling Theory]]
*[[VVIS]]
*[[VRAD]]
*[[VBSP]]

Revision as of 04:54, 30 December 2023

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Note.pngNote:This page is basically a copy of the original facepunch thread.

Slammin' Source Map Tools Slammin' Source Map Tools are updated and more feature rich mapping/compile tools for Source Source

Slammin' Source comes with an upgraded Hammer Hammer editor named Hammer Hammer 5.2 (not to be confused with Source 2 Source 2's Hammer 5.x Hammer 5.x), and improved VVIS, VRAD and VBSP. Slammin' Source Map Tools are created by Slartibarty

Tip.pngTip:You don't have to use Slammin' Source Map Tools Slammin' Source Map Tools's Hammer Hammer to use its compile tools. (AKA, you can use Hammer++ Hammer++ with Slammin' Compile Tools).

Common improvements:

  • Wikipedia icon SSE2 support
  • 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 Quake, Hexen 2, Quake II Quake II and Half-Life Half-Life (GoldSrc GoldSrc) 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

Note.pngNote:Mapbase Mapbase's VBSP has most of Slammin' Source Map Tools Slammin' Source Map Tools VBSP improvements.
  • Proper support for power of 4 displacements
  • Detail brushes now preserve their smoothing group
  • 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 (Ex: physics props)
  • Increased detail sprites limit
  • Support for custom lightmappedgeneric shaders
  • Implemented support for func_detail_blocker
  • Leaktest is now enabled by default

Commands

  • Note.pngNote: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

enabling -worldtextureshadows
-ambientocclusion enabled vs disabled
  • 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.pngNote: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.pngNote:This only lists new commands or ones that have been changed.
    • None?

Compatibility

Note.pngNote:Slammin' Source Map Tools Slammin' Source Map Tools should work fine with all Source 2013 Source 2013 games
Branch Compatible Note
Mapbase Mapbase YES Devs recommend Mapbase's VBSP[citation needed]
Source 2013 Singleplayer Source 2013 Singleplayer YES
Source 2013 Multiplayer Source 2013 Multiplayer YES
Team Fortress 2 Team Fortress 2 YES Source 2013 Multiplayer required
Garry's Mod Garry's Mod YES Source 2013 Multiplayer required
Counter-Strike: Source Counter-Strike: Source YES Source 2013 Multiplayer required
Day of Defeat: Source Day of Defeat: Source YES Source 2013 Multiplayer required
Source Filmmaker Source Filmmaker YES Source 2013 Multiplayer required[confirm]
Postal III Postal III NO[confirm]
Left 4 Dead Left 4 Dead NO
Left 4 Dead 2 Left 4 Dead 2 NO
Alien Swarm Alien Swarm [Clarify] [Todo]
Portal 2 Portal 2 NO
Dino D-Day Dino D-Day NO
Counter-Strike: Global Offensive Counter-Strike: Global Offensive NO
Insurgency Insurgency
Day of Infamy Day of Infamy
NO
Strata Source Strata Source
Portal 2: Community Edition Portal 2: Community Edition
NO

Tutorials

  • [Todo]

See Also

External links