Hammer What's New

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Major new features of the Valve Hammer Editor 4.1

  • HDR tools support. High Dynamic Range levels can be compiled and run from Hammer.
  • VGUI Model Browser. All new model browser with a full tree control and real-time 3D previewing of model geometry, rendered with the Source material system.
  • Enhanced 2D and 3D Views. 2D and 3D views are now rendered with a unified Source materials system, allowing for real-time feedback of transformations in all viewports simultaneously, and much faster rendering of the viewports.
  • 2D model and displacement Rendering. Prop models and displacement geometry rendering in 2D viewports.
  • Enhanced Auto Visgroups. A larger number of Visgroup categories, as well as an improved interface makes Visgroups more powerful.
  • Autosave feature. Creates automatic, numbered backups of maps, with options for when and where backups are created.
  • Paste Special enhancements. Provides options for renaming objects when pasted to avoid name collisions with automatic entity I/O fixup.

Major new features of the Valve Hammer Editor 4.0

  • Source Engine materials system. Materials created with the Source Engine's advanced shader-based texturing system are properly rendered inside the Hammer Editor.
  • Displacement surfaces. A new class of mesh geometry that can be sculpted into different shapes and connected to one another to create terrain and other complex surfaces.
  • Input and Outputs entity system. Entities use a new method to trigger and connect to one another, offering a higher level of flexibility and control than ever before.
  • Hierarchical VisGroups. Objects can now be in multiple VisGroups, and Visgroups can be organized in a hierarchical manner for easier selection and organization.
  • Entity Helpers. New user interface controls that make editing parameters on entities such as spotlights and doors easier and clearer.
  • Per-face Lightmap controls. Lightmap density can be controlled on a per-face basis for more control over the balance of visual quality and rendering performance.
  • Sound Browser. Built-in browser to hear a preview of sounds available to level designers.
  • Non-modal Entity Report and Check for Problems dialogs. Dialogs are now non-modal, allowing for changes in the level and camera controls while using the information in the dialog boxes.
  • Smoothing Groups. Per-face control of lighting-based smoothing.
  • Find and Replace. Functions to both search and replace for text in any entity name, parameter, input, or output.
  • Selection Mode toolbar. A new toolbar to control the impact of groups and entities upon the selection tools.
  • Overlays. A new type of texture entity, similar to decals, but with far greater control over how it is applied to surfaces.