/r/hammer
This subreddit is meant for everything around the mapping tool Hammer. Here you can post questions, get feedback, help others, or simply brag about your work!
Welcome! This subreddit is meant for everything around the mapping tool Hammer (GoldSrc, Source and Source2). Here you can post questions, get feedback, help others, or simply brag about your work!
Posting guidelines:
Be humble and nice.
Please try to avoid requests.
Please tag your post with what game it is for. E.g: [CSGO].
Please mark your post with the appropriate flair.
Join the SourceEngine Discord chat!
Useful links:
Hammer related FAQs by TopHATTwaffle.
More YouTube tutorials by reddit user awkook.
Related subreddits:
/r/hammer
does anyone know how to stop mesh geometry from breaking and entities merging together when decompiling CS2 maps? am I doing something wrong in source2viewer or am I moving the files into the wrong location? if this is just a bug are Valve planning on fixing it? it's been an issue since CS2 came out.
I'm new to mapping in CS2 and i don't understand why the blocks i place aren't aligning with the grid. Does anyone know the solution?
Every source I've found says to use the "worker" flag for the entity, I've tried this and it doesn't work.
Any info would be appreciated.
Some ttt/ph/sandbox maps uses CS:S props/models but I can't add these on my editor, do I open my folder in CS:Source's hammer editor?
I'm making a map that's cs_militia at night. One thing that I wanted to add to it to make it unique was a generator-like light source that could be toggled off and on that would affect all the lights in the house. It's simple: Just a func_button that is tied to the light sources in the house, which are all named/tied into 1 group called lights. However, this is the problem, as when I compile, the lights are just... off. Even when I interact with the generator it does absolutely nothing to said lights. The lights only work when I go back on hammer and remove the tied names of the lights. This has been driving me crazy and every time I look for a solution its either vague or doesn't make sense. Any solutions? Work-arounds? Or something completely different?
Example of the light groups and the func_button I'm describing.
I have been trying to make a map with a big lake, but when i decompile the map and play it in game, the water just becomes invisible, my map has no leaks and the water isn't clippin with anything, how do i fix this?
-staticproppolys -staticproplighting
Well as you can see this improves the Static Prop lighting A TON compared to the default method. The shadow is casted perfectly rather than having the whole model barely lit or illuminated. But well, I can't decide if I'll start using it for my every future upcoming maps.
Here is the custom compile parameter I use:
-ldr -extrasky 16 -staticproppolys -staticproplighting -game $gamedir $path$file
-hdr -extrasky 16 -staticproppolys -staticproplighting -game $gamedir $path$file
(yes I've split them instead of -both and -extrasky would be the same as -final)
When creating custom sounds for the announcer I encountered the following problem - sounds of victory | defeat | draw | are missing in the script.
For example, the announcer sounds related to capture, loss, etc. of intelligence are prescribed in the script and they can be replaced by creating your own script and file paths in it.
So I don't quite understand how to load sounds to replace the sounds of victory | defeat.
Im trying to make a map, and i keep getting theese weird holes. Im using the hammer from hl2's bin file.
I wanted to make custom announcer sounds, made a script, uploaded to the right folder the sounds.
They work - no problems with that.
The only problem is the volume of these sounds, no matter how I changed the script, the sound does not change at all - as it was quiet and remained so.
Сode of the script file:
"CaptureFlag.TeamCaptured"
{
"channel""CHAN_VOICE2"
"volume""SNDLVL_NONE"
"pitch""PITCH_NORM"
"soundlevel""SNDLVL_NONE"
"wave" "maps/2fort_bazirovani/WeCappG.wav"
}
"CaptureFlag.TeamDropped"
{
"channel""CHAN_VOICE2"
"volume""SNDLVL_NONE"
"pitch""PITCH_NORM"
"soundlevel""SNDLVL_NONE"
"wave" "maps/2fort_bazirovani/WeDropG.wav"
}
"CaptureFlag.TeamStolen"
{
"channel""CHAN_VOICE2"
"volume""SNDLVL_NONE"
"pitch""PITCH_NORM"
"soundlevel""SNDLVL_NONE"
"wave" "maps/2fort_bazirovani/WeTakeG.wav"
}
"CaptureFlag.TeamReturned"
{
"channel""CHAN_VOICE2"
"volume""SNDLVL_NONE"
"pitch""PITCH_NORM"
"soundlevel""SNDLVL_NONE"
"wave" "maps/2fort_bazirovani/WeBackG.wav"
}
"CaptureFlag.EnemyCaptured"
{
"channel""CHAN_VOICE2"
"volume""SNDLVL_NONE"
"pitch""PITCH_NORM"
"soundlevel""SNDLVL_NONE"
"wave" "maps/2fort_bazirovani/TheyCappG.wav"
}
"CaptureFlag.EnemyDropped"
{
"channel""CHAN_VOICE2"
"volume""SNDLVL_NONE"
"pitch""PITCH_NORM"
"soundlevel""SNDLVL_NONE"
"wave" "maps/2fort_bazirovani/TheyDropG.wav"
}
"CaptureFlag.EnemyReturned"
{
"channel""CHAN_VOICE2"
"volume""SNDLVL_NONE"
"pitch""PITCH_NORM"
"soundlevel""SNDLVL_NONE"
"wave" "maps/2fort_bazirovani/TheyBackG.wav"
}
"CaptureFlag.EnemyStolen"
{
"channel""CHAN_VOICE2"
"volume""SNDLVL_NONE"
"pitch""PITCH_NORM"
"soundlevel""SNDLVL_NONE"
"wave" "maps/2fort_bazirovani/TheyTakeG.wav"
}
Am open to a few suggestions for things to possibly add!
Hello, here is an update to Full Run Test V1. The physical layout is nearly complete, I just need to fix the lighting and color correction. Any pointers are appreciated and more than welcome.
I can't find any tutorials on how to specifically do it for portal 2, the website of hammer++ says to use the gmod build but the directories for gmod and portal 2 differ a little so im kinda confused. Any help is appreciated
like this one https://steamcommunity.com/sharedfiles/filedetails/?id=3230015783
i want to make my own i already have workshop tools and sounds ready in addons content
edit : ok i know how if anyone intrested let me know
At what point did my card stop compiling with this error, what can I do? I have 16 GB of RAM and RTX 3070
last version windows 10 CS2
***** OUT OF MEMORY! /+/ attempted allocation size: 131072 ****
--------------------------------------------------------- Encountered error. Wrote minidump to .\resourcecompiler_2024_1101_133904_0_error.mdmp ---------------------------------------------------------
End build: 2024-11-01T13:39:05, elapsed time 0h:06m:54s.978ms
I'm sorry if this isn't the correct subreddit for this question but I want to find out how to make an addon with two maps in it. I've used crowbar for my last map but I can't get it to upload two maps. is there any way to do this with crowbar or is there some other program I can use?