Hammer Map Operations Toolbar
When the Carve button is pressed, the selected brush will subtract its shape from the non-selected brushes around it. See Carve, under the Tools Menu, for more information.
Group/Ungroup binds two or more objects together so they may be acted upon simultaneously. See Group, under the Tools Menu, for more information.
Group Ignore allows you to modify individual brushes that are part of a group or entity by temporarily bypassing all object groups. All selection commands work as if there are no groups defined. The Group and Ungroup commands may or may not function while in this mode, depending on how the Allow grouping/ungrouping while Ignore Groups is checked. This option is set in the General Options dialog box. Some commands, such as Tie to Entity, will remove objects from their groups if they are used in this mode. Also see Grouping and VisGrouping for more information on Grouping.
Hides all unselected objects. Identical in function to the Hide Selected function, but applies to all unselected objects. See Hide Selected, under the View Menu, for more information.
Temporarily hides the selected object without placing it in its own Visgroup
Temporarily hides every other visible object except for the selected object
Unhides every Temporarily hidden object
This command will make the all hidden objects visible, including VisGroups. This button’s function is identical to the Show Hidden Objects command, under the View Menu.
Performs Windows clipboard operations on the selection. See Edit Menu, for more information.
This function will toggle the visibility and effect of a cordon area you have created with the Edit Cordon Bounds tool. See Cordon Usage for more information.
This function allows you to create a Cordon in order to test compile a smaller section of the map. See Cordon Usage for more information.
Creates a sphere around your location in the 2D viewports showing the maximal visible area in the editor. Increase or decrease the clipping plane in the 3D viewport to adjust its radius.
When this option is toggled on, you will only be able to select objects by their center "x" handles in the 2D view. This is a shortcut – see Selection box selects by center handles only in the 2D views tab of the Options dialog box for more information.
When Toggle Auto-selection is toggled on, you can select multiple objects by simply clicking your mouse button and dragging a selection box around the objects. When this option is toggled off, multiple objects are selected by dragging a selection box around the objects and then pressing ENTER. This is a shortcut to the Automatic infinite selection in 2D windows option in the 2D views tab tab of the Options dialog box.
This button toggles the texture alignment style between world alignment and face alignment. World alignment will align textures according to the world grid coordinates. Face alignment will align textures according to the brush face.
Turns off the display of the non-displacement sides for a brush that contains displacement surfaces. See Face Edit Displacements for more information.
Dis- & Enable Displacements .
Highlights surfaces in yellow if the angle of the surface is too steep for the player to walk up it.
Turns off the display of the vertices that are collapsed when two displacements of different resolutions are connected via a Sew command.. or a brush that contains displacement surfaces. See Face Edit Displacements for more information.
This button toggles texture lock mode on and off. Texture lock allows you to move or rotate a brush without disturbing the texture alignments.
This button toggles texture scale lock mode on and off. Texture scale lock allows you to resize the texture with the brush. Use it in combination with Texture Lock to scale decals.
Show the radius of certain properties in the views. See falloff distance.
Turns the models wireframe in the 2D viewports on/off.
This option allows you to test a model's Start Fade Distance and End Fade Distance by using real-time fading in the 3D camera view.
If "Toggle models in 2D" is activated, the collision models will shown up in the 2D viewports.
Dis- & Enable func_details and sprites on materials..
Dis- & Enable Nodraw Brushes on all viewports.