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Slammin' Source Map Tools

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Slammin' Source Map Tools
Released-64px.png Released!
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TypeThird Party Tool
DevelopersSlartibarty
EngineSource Source
PlatformsWindows Windows
 
English (en)
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Slammin' Source Map Tools Slammin' Source Map Tools are updated and more feature-rich mapping/compile tools for Source Source Slammin' Source comes with an upgraded Hammer Hammer editor named Slammin' Hammer 5.2 (not to be confused with Source 2 Source 2's Hammer 5.x Hammer 5.x), and improved VVIS VVIS, VRAD VRAD and VBSP VBSP. Slammin' Source Map Tools are created by Slartibarty

Tip.pngTip:You don't have to use Slammin' Source Map Tools Slammin' Source Map Tools's Hammer Hammer to use its compile tools. (AKA, you can use Hammer++ Hammer++ with Slammin' Source Map Tools Slammin' Compile Tools).

Specifications

  • Wikipedia icon SSE2 support
  • Max CPU Threads bumped to 32
  • Cleaned up common code
  • Large Address Awareness (Can handle addresses larger than 2 gigabytes)

Slammin' Hammer 5.2

  • Enabled Visual Styles 6.0
  • Performance upgrades
  • The entire program now uses the default system font, instead of the dated win9x standard font
  • Revamped the entire user interface, made the options menu cleaner, and removed obsolete options
  • Added new graphical options to the 3D View tab, including picmip, MSAA level, etc
  • Added an option to change the 3D viewport background colour: default is 128,128,128
  • Removed huge amounts of deprecated icons, cursors and bitmaps
  • Increased the distance that vertex positions are rounded to integers to 0.01 from 0.05, this fixes some gross vertex rounding issues (or lack thereof)
  • Say goodbye to the process window, Hammer's built in compiler now feeds compile information to a new exe, meaning no more freezes, and instant compile information on the fly. Hammer cam still be used while a map is compiling
  • New toolbar, transform tools. Same as the options available in the "tools" menu option, just brought out for ease of access
  • Texture application window is now more concise, added X and Y buttons that randomise texture coordinates for their appropriate boxes
  • Texture application window is now host to an experimental "reset" texture button, which resets the texture's scale, shift coordinates, lightmap scale and rotation
  • Reworked the entire right-hand UI bar to be easier to use
  • Removed Radial Culling, it crossed me for the last time
  • Removed Quake Quake, Hexen II Hexen II, Quake II Quake II and Half-Life Half-Life (GoldSrc GoldSrc) support
  • Added support for func_instance_origin, set the in-editor origin point for instances (no keyvalues needed)
  • Removed support for WAD files
  • Clamped framerate to 60hz from 100hz (will make this an option)
  • Extended available automatic visgroup types
  • The "default animation" keyvalue for dynamic props is now registered and will now automatically play in the viewport
  • func_detail_blocker entities are displayed accurately in Hammer, with detail objects inside the entities' volume not being drawn
  • Added "open source" and "explore to source" buttons in the texture browser, selecting a material and using either of these buttons will bring open the material's folder
  • Certain UI elements such as the entity report dialogue now support resizing
  • Models no longer share animations with all other model instances present
  • Multiple precision and accuracy fixes in general, brushes are less likely to crap up, texture coordinates are displayed correctly, etc
  • Paste & Paste Special shortcuts now properly displayed in the edit menu
  • Added support for the "boolean" FGD data type

Slammin' Compile Tools

Slammin' VBSP

Note.pngNote:Mapbase Mapbase's VBSP VBSP has most of Slammin' Source Map Tools Slammin' VBSP's improvements, but is needed when using Parallax Corrected Cubemaps[1]
  • Proper support for power of 4 displacements
  • Detail brushes now preserve their smoothing group
  • Improved brush precision
  • Added missing content types to csg.cpp
  • New %compile command for VMTs, "%compileNoShadows", makes a material not receive shadows, only direct light. This is used on water usually
  • Translucent brushes should no longer cut visleaves if they are world brushes
  • Any prop with $staticprop can now be a static prop (Ex: physics props)
  • Increased detail sprites limit
  • Support for custom lightmappedgeneric shaders
  • Implemented support for func_detail_blocker
  • Leaktest is now enabled by default

Commands

  • Note.pngNote:This only lists new commands or ones that have been changed.
-noleaktest
Disables leaktest.
-maxluxelscale <integer>
Limits the maximum luxel scale in a map.
-nodefaultcubemap
Disables automatic skybox cubemap generation.
-blocksize <integer>
Allows changing of the size of visleaf splitting "blocks", default is every 1024 units.
-visgranularity <vector>
Allows automatic placement of hint brushes in a map, syntax is "-visgranularity X Y Z".

Slammin' VRAD

enabling -worldtextureshadows and -translucentshadows
-ambientocclusion enabled vs disabled
  • HDR is enabled by default
  • Improved displacement lightmap quality
  • -staticproplighting, -staticproppolys and -textureshadows enabled by default
  • Transparent textures loaded by VRAD are now bilinear filtered, for more accurate shadows

Commands

Note.pngNote:This only lists new commands or ones that have been changed.
-ambientocclusion
Enables lightmapped ambient occlusion.
-aosamples <integer>
Sets how many samples should vrad use for its lightmapped ambient occlusion.
-aoscale <float>
Scales lightmapped ambient occlusions strenght.
-softencosine
Blends coloured lighting more so it blends more accurately.
-coring <float>
Scales the light threshold before a luxel is completely unlit, used to save lightmap data, default is [0.5].
-dispchop <integer>
Adjusts the amount of patches generated for displacement faces, default is [8].
-ambient <vector>
When supplied with three RGB values, it will apply a constant light value to every luxel in a map.
-reflectivityscale <float>
Multiplies the reflectivity of textures in a map.
-extrapasses <integer>
Allows changing how many extra passes the map to goes through, default is 4, differences above this value are extremely minimal.
-worldtextureshadows
Allows brushes with an alpha channel to cast texture shadows, much like models can.
-translucentshadows
Enables -worldtextureshadows on $translucent surfaces. As by default only $alphatest surfaces cast baked shadows.
-final
Has been completely reworked, -aosamples is set to 32, -extrasky is set to 16, extrapasses is set to 8 and large disp sample radius is enabled.

Slammin' VVIS

Note.pngNote:The commands have not been changed.
  • Minor code cleanup

Compatibility

Note.pngNote:Slammin' Source Map Tools Slammin' Source Map Tools should work fine with all Source 2013 Source 2013 games
Branch Compatible Note
Mapbase Mapbase YES Devs recommend Mapbase's VBSP[1]
Source 2013 Singleplayer Source 2013 Singleplayer YES
Source 2013 Multiplayer Source 2013 Multiplayer YES
Team Fortress 2 Team Fortress 2
Counter-Strike: Source Counter-Strike: Source
Day of Defeat: Source Day of Defeat: Source
Portal Portal
YES Source 2013 Multiplayer required
Source Filmmaker Source Filmmaker YES[confirm] Source 2013 Multiplayer required
Black Mesa Black Mesa 2012 YES Source 2013 Singleplayer required
Garry's Mod Garry's Mod NO
Postal III Postal III NO
Left 4 Dead Left 4 Dead
Left 4 Dead 2 Left 4 Dead 2
NO
Alien Swarm Alien Swarm NO
Portal 2 Portal 2 NO
Dino D-Day Dino D-Day NO
Counter-Strike: Global Offensive Counter-Strike: Global Offensive NO
Black Mesa Black Mesa: Definitive Edition NO
Insurgency Insurgency
Day of Infamy Day of Infamy
NO
Strata Source Strata Source
Portal 2: Community Edition Portal 2: Community Edition
Portal: Revolution Portal: Revolution
NO

Tutorials

See also

External links

References

  1. Mapbase Map Compilers