Hammer++: Difference between revisions
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{{bug|Always uses Windows's high-DPI scaling setting, even when scaling override mode is set to "Application" in {{w|File Explorer|File Explorer's}} compatibility settings for {{file|hammerplusplus|exe}}. This can result in less real estate than {{hammer4|4.1}}, depending on Windows settings.}} | {{bug|Always uses Windows's high-DPI scaling setting, even when scaling override mode is set to "Application" in {{w|File Explorer|File Explorer's}} compatibility settings for {{file|hammerplusplus|exe}}. This can result in less real estate than {{hammer4|4.1}}, depending on Windows settings.}} | ||
Additional bugs can be found in the [https://github.com/ficool2/HammerPlusPlus-Issue-Tracker official issue tracker], which is no longer maintained. | Additional bugs can be found in the [https://github.com/ficool2/HammerPlusPlus-Issue-Tracker official issue tracker], which is no longer maintained. | ||
==={{bms|4}}=== | |||
Mostly works with [[Source SDK 2013]] version. However, there are some bugs and issues due to which you will not be able to work in it constantly. | |||
====New lights broken==== | |||
Entities with "newLight_" and "newLights_" prefixes doesn't work with <code>SmartEdit</code>. | |||
<br> | |||
<gallery mode=nolines heights=610px widths=610px> | |||
File:newLightsBug1.jpg|This new light point placed with [[Entity Tool]]. | |||
</gallery> | |||
Attempt to replace an entity with one of these will cause [[obsolete]]. | |||
<br> | |||
<gallery mode=nolines heights=610px widths=610px> | |||
File:newLightsBug2.jpg|{{ent|npc_gman}} is replaced by {{ent|newLight_Point}}. | |||
</gallery> | |||
This because of new lights use big letters in [[classname]]. Because of this, Hammer++ cannot read them normally. You can fix it if replace big letters with small, with this the game will work with new lights the same as before. However, you will still not have any preview for new lights. | |||
====[[Lightmapped_4WayBlend]] is missed==== | |||
You will not be able to work with xen levels, since xen uses this shader for surfaces everywhere. Earthbound outdoor levels as well. | |||
<br> | |||
<gallery mode=nolines heights=610px widths=610px> | |||
File:4way1.jpg|Hammer. | |||
File:4way 222.jpg|Hammer++. | |||
</gallery> | |||
<br> | |||
<gallery mode=nolines heights=610px widths=610px> | |||
File:4way_1.jpg|Hammer. | |||
File:4way 22.jpg|Hammer++. | |||
</gallery> | |||
The only workaround is Hammer++ version for {{csgo|4}}. This is the only version of Hammer++ that support [[Lightmapped_4WayBlend]]. However, you will need to port game's assets, because {{csgo|4}} don't use and don't support old models format. | |||
====No surface blend preview==== | |||
[[WorldVertexTransition]] replaced by [[LightmappedGeneric]] with all its features. This means that you will not be able to see blended surfaces in Hammer++, since this feature is not provided. | |||
<br> | |||
<gallery mode=nolines heights=610px widths=610px> | |||
File:Blended1.jpg|Hammer. | |||
File:Blended2.jpg|Hammer++. | |||
</gallery> | |||
====[[GRPortal]] is missed==== | |||
This shader uses for [[npc_nihilanth|nihilanth's]] portals. | |||
<br> | |||
<gallery mode=nolines heights=610px widths=610px> | |||
File:nihiportal1.jpg|Hammer. | |||
File:nihiportal2.jpg|Hammer++. | |||
</gallery> | |||
====[[Physics Tool]] doesn't work properly with new ragdoll entities==== | |||
[[prop_ragdoll|prop_ragdoll_original]] and [[misc_dead_hev]] are ragdoll entities, Hammer++ doesn't know about this. You can add {{code|ragdoll()}} in [[FGD]] for these entities to fix this. | |||
<br> | |||
<gallery mode=nolines heights=610px widths=610px> | |||
File:BMSragdolls.jpg|prop_ragdoll_original and misc_dead_hev simulating as general objects, but prop_ragdoll works fine. | |||
</gallery> | |||
==See also== | ==See also== | ||
*[[Hammer++ for Linux]] | *[[Hammer++ for Linux]] | ||
*[[Half-Life Model Viewer++]] | *[[Half-Life Model Viewer++]] |
Revision as of 02:39, 30 March 2024
Hammer++ is a community-made modification of the Valve Hammer Editor for Source that provides an updated, more stable, feature-rich version of the editor. The trailer and website can be found here.
Hammer++ currently supports the following branches of the Source engine:
Counter-Strike: Global Offensive (does not work for
CS2, only CS:GO through csgo_legacy branch, so it is essentially deprecated for that use. Still usable for
and
however, as well as third-party games running on CS:GO branch.)
Team Fortress 2
Counter-Strike: Source
Source 2013 Multiplayer
Source 2013 Singleplayer
It is also included with Military Conflict: Vietnam, in lieu of vanilla Hammer.
Other games/mods tested


Game | Engine branch (game) | Hammer++ Version | Notes ![]() ![]() ![]() ![]() |
---|---|---|---|
![]() |
Alien Swarm engine branch | Garry's Mod | Errors about reading particles, use mount.cfg to mount Alien Swarm data.![]() If compiled it forces the map to be fullbright even if there are lights. ![]() |
![]() |
Source 2013 Singleplayer | Source 2013 Singleplayer | Configure Hammer for Half-Life: Source, then install to game's ![]() bin folder normally.
|
![]() |
Team Fortress 2 branch | Team Fortress 2 | Configure Hammer for Half-Life: Source, then install to game's ![]() bin/x64 folder normally.
|
![]() |
Team Fortress 2 branch | Team Fortress 2 | Install to game's ![]() bin/x64 folder normally.
|
![]() |
Left 4 Dead engine branch | L4D2 | L4D2 Hammer++ appears fine on Left 4 Dead, except when compiling the map. Once compiled and joining the map, an error will appear and display: STEAM validation rejected and unable to interact with the menu after pressing ok.![]() ![]() ![]() ![]() hammerplusplus folder. |
![]() |
L4D2 | Identical to ![]() ![]() ![]() hammerplusplus folder. | |
![]() |
Strata Source | Garry's Mod | Need retest using GMOD version. [confirm] |
![]() |
Alien Swarm engine branch | Garry's Mod & Portal 2 | Need retest using GMOD version. Portal 2's compile tools also work. Hammer++ shouldn't be installed in SFM's ![]() bin folder, but works when pointed to from another game.
|
![]() |
Source 2013 Multiplayer | Source 2013 Multiplayer | Setting up Hammer |
![]() |
Xengine | Garry's Mod | Follow this guide to make it working. Check out issues in relevant subpage. A separate version for Black Mesa is not planned. |
![]() |
Source 2007 | Source 2013 Singleplayer | Install to ![]() ![]() bin folder and add a game configuration pointing to the mod; the ![]() ![]() |
![]() |
Source 2013 Singleplayer | Source 2013 Singleplayer | Install to game's ![]() bin folder normally.
Check out the issues below in the relevant subpage. |
![]() |
Source 2013 Multiplayer | Source 2013 Multiplayer & Team Fortress 2 | Hammer++ shouldn't be installed in PVKII's ![]() bin folder, but works when pointed to from another game.![]() |
![]() |
Source 2009 | Source 2013 Singleplayer | Requires modification to Postal 3's FGD file(s); Recommended to use Postal 3's compilers instead; Some Hammer features from Postal 3's are missing like 'prefabs' (not to be confused with Prefab on Hammer);
Requires Source SDK Base 2013 MP/SP to be installed; Requires folder linking inside SDK Base's |
![]() |
Source 2013 Singleplayer | Source 2013 Singleplayer | Install to game's ![]() bin folder normally.
|
![]() |
Strata Source | Garry's Mod? | Check out the issues on the relevant subpage. Support by developers is not planned, and usage is strongly discouraged; some Hammer++ features will be added to ![]() |
![]() |
Team Fortress 2 branch | Team Fortress 2 | Install to game's ![]() bin/x64 folder normally.
|
![]() ![]() (including Counter-Strike: Source v34, Half-Life 2 Old Engine, etc...) |
Source 2006 | Source 2013 Singleplayer | See Installation for Source 2006 games. Don't forget that Source 2006 games will have less textures (including tools textures such as 2D Skybox), differences in LDR + HDR lighting compared to Source 2007 and later (including Hammer++ lighting preview). So remember to run both Source 2006's Hammer and Hammer++ and check see if the same texture exists in Texture Browser on Source 2006's Hammer before adding it to the map. |
![]() |
Source 2013 Singleplayer | Source 2013 Singleplayer | Install to game's ![]() bin folder normally.[confirm]
|
![]() |
Source 2013 Multiplayer | Source 2013 Multiplayer | Install to game's ![]() bin folder normally.[confirm]
This build uses |
![]() |
Counter-Strike: Global Offensive | Counter-Strike: Global Offensive | Install to game's ![]() bin/win32 folder normally.[confirm]FGD must be modified to replace soundscape and sky KVs with string. As CSGO version of Hammer++ is frozen on an older version, it may be desirable to use ![]() |
Features
- Accurate lighting preview
- Upgraded graphic fidelity
- Significantly better stability
- Particle rendering
- 2D + 3D skybox preview
- New model browser, particle browser, color editor, and keybinding editor
- Realtime display of fog and ropes
- Variety of new tools such as physics simulation, gizmo manipulation, drawing of polygon shapes, and convex brush merging
- New func_instance tools
- Quality of life improvements
- ... and much more!
A more detailed feature list can be found on the website and you can support ficool2 via Ko-fi
Caveats





hammerplusplus.exe
. This can result in less real estate than 
Additional bugs can be found in the official issue tracker, which is no longer maintained.
Black Mesa
Mostly works with Source SDK 2013 version. However, there are some bugs and issues due to which you will not be able to work in it constantly.
New lights broken
Entities with "newLight_" and "newLights_" prefixes doesn't work with SmartEdit
.
This new light point placed with Entity Tool.
Attempt to replace an entity with one of these will cause obsolete.
npc_gman is replaced by newLight_Point.
This because of new lights use big letters in classname. Because of this, Hammer++ cannot read them normally. You can fix it if replace big letters with small, with this the game will work with new lights the same as before. However, you will still not have any preview for new lights.
Lightmapped_4WayBlend is missed
You will not be able to work with xen levels, since xen uses this shader for surfaces everywhere. Earthbound outdoor levels as well.
The only workaround is Hammer++ version for Counter-Strike: Global Offensive. This is the only version of Hammer++ that support Lightmapped_4WayBlend. However, you will need to port game's assets, because
Counter-Strike: Global Offensive don't use and don't support old models format.
No surface blend preview
WorldVertexTransition replaced by LightmappedGeneric with all its features. This means that you will not be able to see blended surfaces in Hammer++, since this feature is not provided.
GRPortal is missed
This shader uses for nihilanth's portals.
Physics Tool doesn't work properly with new ragdoll entities
prop_ragdoll_original and misc_dead_hev are ragdoll entities, Hammer++ doesn't know about this. You can add ragdoll() in FGD for these entities to fix this.