/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
Not too sure if there could be any images I could attach to show my problem, so I'll try to just explain it instead.
Basically, I've built my navmesh multiple times over and over yet the survivor bots won't even walk on it. It's really strange too, because it's not an issue for any other chapter. Also, the checkpoint doesn't seem to work at all. That being said, my map does use some really strange geometry, but most of it tends to be flat. Additionally, the map is the first in the campaign so it doesn't have a beginning saferoom/checkpoint.
If anyone has any idea about any typical issues that may occur with a nav mesh please let me know.
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Running command:
"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\ta714\OneDrive\Documents\MyFirstHPPMap.vmf"
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Valve Software - vbsp.exe (Nov 29 2024) - Garry's Mod Edition
2 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
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Command failed with return code 0xC0000005! The program has crashed.
** Screenshot the WHOLE window when showing this compile log
** Or upload the .log file generated beside your VMF
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2 command(s) finished in 7 seconds
Press a key to close.
i tried validating my files and nothing was wrong.
The Sun is Leaking
Can anybody use BSPSource on the last Portal 1 map? And also can you completely erase every other area except the outside part of Aperture? Or atleast copy n' paste it into a new VMF. Thank you. I'm trying to use it as the first part for another map. Like in the actual Aperture, not just the chambers. Like new Aperture. Before the gassing.
I've been making a map for a while, tried to playtest it, and found out that Gmod doesn't want to run the map. I'm using Hammer++ if it gives anything. Has anyone encountered this problem before?
So I got SoHL but when I go to map for it all of the entity’s looked crap, for example, instead of the regular multi_manager sprite, it was just a red square with the text: multi_manager, so I got rid of those sprites but no everything is just boxes, even the info_play start!
thing is tho, when I check the regular hl fgd, and game files, I can’t find the editor sprites anywhere, and the fgd has no mention of what the entity should look like.
any help would be appreciated as it is very distracting.
Hello community! How are you? I hope you are doing well!!! because I am dealing with some fairly simple problems but I cannot find a solution. :(
I would like to know how to change the default sounds of the NPCs for custom* ones. I replaced the vanilla "Barney" with one with an MP5. But when he shoots he makes the pistol noise. I created a folder in the "sounds" section where I put the MP5 sound and there in the object properties window where I put a red box I pasted the exact address "\sound\barney_mp5". Even so, when I run the map, it still makes the pistol sound, and keeps the default sounds.
P.S.: in the "barney_mp5" folder there is only the "barney_Attack" sound with the MP5 sound, I didn't put the rest of the dialogues and sounds, since I wanted to see if it worked. Does that have something to do with it?
When i followed the tutorial at https://developer.valvesoftware.com/wiki/Configuring_Hammer_for_Half-Life:_Source it just ran the hl2 engine instead of the hl1 source one. Can anyone help?
I recently installed Hammer++ for Portal 2 but unfortunately whenever it opens a browser dialogue box (when saving, etc.) it completely freezes up and crashes. This does not happen in normal Hammer. It did create crash dumps but they are empty, literally zero bytes. Does anybody know what the problem is here?
Was experimenting with making a film noir styled map and thought it'd be neat to make it black and white for players on it. I vaguely remember gm_elevator having a black and white section so I'm assuming this is possible with commands or some such but I can't find anything from googling (unfortunately gmod doesn't have the postprocess_controller entity).
Heyo! I'm sure this sub probably sees this sort of shit all the time and it gets old, but ive spent around 5 hours looking for fixes to my problem and im not getting anywhere. I'm quite new to mapping in hammer and just like making little wingman maps for myself and friends to play on.
Everytime I try and full/final compile my newest map, it errors out and doesn't compile. It says "Unable to run Vrad3. Light mapper didn't return valid triangles: failing." It has never done this before so I don't know whats going on now? On top of that, every time I try and view path-traced or baked lighting hammer completely crashes instantly.
I can probably get the error logs or something but I'm not sure how to do that at the moment. I can also screenshot the compiling text screen thing after I compile it again if need be. Any ideas?
Is it possible for a map to trigger a global variable that stays to the game forever and can be loaded in another map that will change it? like I enter a trigger_once in one map, and a wall_toggle stays a way in another map permanently? Is this possible?
I made a completely symmetrical KOTH map for TF2 but for some reason only the RED bots function correctly. BLU bots get stuck in their spawn because they keep walking into one of the walls and refuse to go through the spawn door. The path they are trying to take seems like the shortest path to the point but turning on the nav_edit shows that the nav area that the bots are standing on is only connected to other spawn nav areas so there's no reason for them to try to get from spawn to the point without walking out of spawn. Any way I could fix this?
I'm trying to set up a few info_survivor_rescue
s in L4D2 and have encountered this issue. My closets were working some time ago but they just stopped.
info_survivor rescue is in a nav area with a negative flow
Any ideas on how to fix this?
I cannot find any good tutorials for making NPCs follow the player and walk around. I've been told you need to "node" the map, but alas, I can't find anything by searching "node". Please help!
If they're both generated using nav_generate
, I don't understand how Left 4 Dead nav files don't seem to work on Garry's Mod.
Like I am able to run some L4D maps on Gmod without issue, but for some reason if I have the nav file included, it is stuck on Loading Resources and never finishes. What's the issue? How can I make the nav file compatible with gmod?
Before someone tells to just forget the original nav and generate it within gmod myself, yes that's what have always done, especially with the improved nav generation addon, with the nav_generate_cheap_expanded
command, that basically is a nuclear option and puts walkable marks everywhere imaginable, it still isn't good enough because nextbots can't correctly find their way to the safehouse (I've been experimenting with their pathfinding for weeks), even making lots of extensive navmesh based luas with chatgpt to fix the issue by making sure every navarea is interconnected but still some other issue always arises that fucks up the pathfinding,
while in l4d with an addon that lets you tell the survivors to lead you to the safehouse, they do it without issue.
Is this because L4D's navmesh is more advanced or is it because L4D's pathfinding is more advanced?
If the former, I'd like to know if there's a way to port over the l4d nav files to gmod and make them actually be read by the game.
Thanks in advance!
So I have a monster_scientist and I want him to just play an animation on loop, should be very simple but when he finishes his animation, he just dies, I have a scripted_sequence with the idle animation set to the one I want but that didnt do anything so I set up a trigger_auto to play the action animation (same as the idle one) and he just dies after completing the animation.
Any help would be greatly appreciate, thanks.
Still needs a few small updates (fix a couple textures etc) https://steamcommunity.com/sharedfiles/filedetails/?id=3372740811