Prefab
A Premade Fabrication, or Prefab, is a separately saved object, usually consisting of multiple parts, either brushes, props, or entity elements. The prefab system allows you to easily store pieces from your levels that can be used repeatedly. Examples of useful prefabs include hallways, pillars, special entity setups, etc.
Prefabs are simply small map (.VMF) files that contain only your prefab. These files are stored in a particular prefab folder, generally \sourcesdk\bin\prefabs, so that Hammer can find them and allow you to easily insert them into your levels. Prefabs can be organized into their own hierarchy in the /prefabs directory - Using a folder of prefabs for each map, mod, etcetera, as determined by the user.
Creating prefabs
Prefabs can be created in the Hammer editor with these steps:
- If this prefab is intended to interact with named objects inside itself, add the "_&i" token at the end of each object's name. See Prefab tokens below.
- Select the objects you wish to include in your prefab (using <Ctrl>-click).
- If you plan on inserting the prefab using the Entity Tool, the origin (0,0,0) of your map will be used as a reference point to where you insert the prefab, so it is advisable to drag the selected objects to this origin and centering the prefab on it.
- Either click the Create Prefab button in the New Objects toolbar, or select the Create Prefab command from the Tools menu. (Shortcut key: <Ctrl>-R)
- A Save As... dialog will open, displaying the Hammer prefabs directory. Type in the filename to save your prefab as and click the Save button.
- The new prefab will now be available for insertion in the New Objects toolbar.
Prefab tokens
A special token "&i" can be added to the name of entities in prefab objects so the entity will have a unique name when placed in the level. When the prefab is placed, the &i token will be replaced by a unique number. The token can be included in the targetname, inputs and outputs, etc. All tokens in the prefab will be replaced with the same number. This allows entities in the prefab to reference each other, but still have a unique name so multiple prefabs won't trigger each other.
For example, a func_door entity with the name "door_sliding_&i" in the prefab would become "door_sliding_1" when placed in a level. Consecutive placements of the prefab would be called "door_sliding_2", "door_sliding_3", ...
A trigger_multiple included in the same prefab, with the name "trigger_sliding_&i", would share the same token number and be renamed "trigger_sliding_1", "trigger_sliding_2", "trigger_sliding_3", ...
Inserting prefabs
Once you have prefab objects created, it is a simple task to insert a prefab into your level.
There are two ways of putting a prefab into your level.
Using the Insert original prefab button
With either the Entity Tool or the Block Tool selected, select the prefab library from the Categories selection box and the specific prefab from the Object selection box in the New Objects Toolbar. Then press the Insert original Prefab button. This will insert the selected Prefab in the center of the 2D views. Simply move it around into place. (Make sure Texture Locking is turned on!)

- Select the Entity Tool.
- In the New Objects Bar, select a prefab library in the Categories pop-up list.
- Select a prefab from the library in the Objects pop-up list.
- Click in the 3D view where you want the prefab to be placed, or click in the 2D view and press ENTER.
Using the Block Tool
See Inserting prefabs with the Block Tool
External links
Various sites that host custom made prefabs and models: