TeamSpen's Hammer Addons: Difference between revisions

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{{TeamSpen|4}} are a set of tweaks and enhancements for {{hammer|4}}, developed by [[User:TeamSpen210|TeamSpen210]]. They include a modified [[FGD]] for every game, based on a unified system that allows changes to easily be applied to multiple games. A postcompiler is also included, adding support for several custom internal entities along with other useful features.
 
While development is mainly focused on {{portal2|4}}, the addons include [[FGD|FGDs]] for every {{valve|4}} title, as well as some non-Valve games. The postcompiler will also work with any {{src|4}} game, provided the game does not make extensive changes to the map format.
{{note|TeamSpen's Hammer Addons is included with {{p2ce|4}}}}
 
== Features ==
* Improved [[FGD]]s, with rearranged base classes better matching the engine's layout, entities and keyvalues that are normally missing, additional helpers, and various other tweaks
:* Nearly every point entity is now represented as an icon sprite, instead of the default colored cube.
:* Portal 2 entities such as {{ent|prop_portal}} and {{ent|prop_indicator_panel}} have new custom models, accurately representing their in-game appearance
:* The <code>Targetname</code> base class is now <code>BaseEntityPoint</code>/<code>BaseEntityBrush</code>
* Automatic packing of custom content detected in the map, or specified in <code>comp_pack</code> entities.
* Several other <code>comp_</code> entities that allow doing normally impossible things, like positioning entities outside the map or renaming an entity in a specific copy of an instance.
* [[Static Prop Combine]] support for all games, generally more reliable than Valve's implementation
* In games supporting [[VScript]], an <code>Init Code</code> field is added to all entities, which can be used to directly write code that's executed inside the entity's script scope on spawn.
* Additionally, backtick ( ` ) characters used in <code>Init Code</code> and the <code>RunScriptCode</code> input will be converted to quotes in-game, allowing strings to be passed.
* For {{portal2|4.1}}, a set of <code>comp_vactube_</code> entities are added to automate the creation of vactube systems.
 
== Documentation ==
* [[List of TeamSpen's Hammer Addons Entities]]
 
== Supported games ==
 
=== Valve games ===
* {{hls|4}}
* {{dods|4}}
* {{css|4}}
* {{hl2|4}}
* {{hl2ep1|4}}
* {{hl2ep2|4}}
* {{tf2|4}}
* {{portal|4}}
* {{l4d|4}}
* {{l4d2|4}}
**{{note|{{l4d2}}'s FGD is missing features added in the The Last Stand update, and so the default FGD file should be kept for references.}}
* {{as|4}}
* {{portal2|4}}
* {{portal2sixense|4}}
* {{csgo|4}}
* {{sfm|4}}
 
=== Third party games/mods ===
* {{mapbase|4}}
* {{bms|4}}
* {{gmod|4}}
* {{infra|4}}
* {{p2ce|4}} (included by default)
* {{asrd|4}}
 
== External links ==
* [https://github.com/teamspen210/hammeraddons/releases Releases]
* [https://github.com/teamspen210/hammeraddons/issues Issue Tracker]





Revision as of 06:48, 14 July 2024

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Teamspens hammer addons logo.png

TeamSpen's Hammer Addons TeamSpen's Hammer Addons are a set of tweaks and enhancements for Hammer Hammer, developed by TeamSpen210. They include a modified FGD for every game, based on a unified system that allows changes to easily be applied to multiple games. A postcompiler is also included, adding support for several custom internal entities along with other useful features.

While development is mainly focused on Portal 2 Portal 2, the addons include FGDs for every Valve Valve title, as well as some non-Valve games. The postcompiler will also work with any Source Source game, provided the game does not make extensive changes to the map format.

Note.pngNote:TeamSpen's Hammer Addons is included with Portal 2: Community Edition Portal 2: Community Edition

Features

  • Improved FGDs, with rearranged base classes better matching the engine's layout, entities and keyvalues that are normally missing, additional helpers, and various other tweaks
  • Nearly every point entity is now represented as an icon sprite, instead of the default colored cube.
  • Portal 2 entities such as prop_portal and prop_indicator_panel have new custom models, accurately representing their in-game appearance
  • The Targetname base class is now BaseEntityPoint/BaseEntityBrush
  • Automatic packing of custom content detected in the map, or specified in comp_pack entities.
  • Several other comp_ entities that allow doing normally impossible things, like positioning entities outside the map or renaming an entity in a specific copy of an instance.
  • Static Prop Combine support for all games, generally more reliable than Valve's implementation
  • In games supporting VScript, an Init Code field is added to all entities, which can be used to directly write code that's executed inside the entity's script scope on spawn.
  • Additionally, backtick ( ` ) characters used in Init Code and the RunScriptCode input will be converted to quotes in-game, allowing strings to be passed.
  • For Portal 2 Portal 2, a set of comp_vactube_ entities are added to automate the creation of vactube systems.

Documentation

Supported games

Valve games

Third party games/mods

External links