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🧵 Hammer editor discussion

Anonymous No. 874222

A thread about the most beautiful game engine editor in history.

What are you working on anon?

Anonymous No. 874240

>>874222
That's not Trenchbroom

Anonymous No. 874247

>>874222
Once u learn how to use other 3d softwares, hammer becomes a liability.

Anonymous No. 874264

The last time I used hammer was in 2006

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Anonymous No. 874284

I had to stop using hammer when it crashed while making a L4D map 5 times in under an hour.

Source 2 Hammer looks solid but Valve are assholes. The fact that Garry has put more development into it in the last year and a half than they did really pisses me off honestly.

S&Box will be the closest thing we get to an sdk from a 3rd party. Bleh

Anonymous No. 874456

>>874222
GTK Radiant >>> Hammer

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Anonymous No. 874515

>>874222
FINALLY A GOOD THREAD

im really excited to talk about this with people who know about 3d and hammer
Ive recently combined a few maps ive made in 2 totally different configurations

those maps being
My high-school, Spudshed (retarded grocery store in western australia), my gym (REVO master race), UWA library, a house i lived in with my mates in hellbourne (Melbourne), my mates apartment and his mums house (KEK fuck lol), my other mates house and my office oh and another one of my mates houses lol

currently working on my parents house and the zone 3 north-bridge (darkzone in perth city)

if u know all these places and a 3d artist in perth u probably can figure out who the author is lolololol

if anyone wants i can upload the files lol fuckin based hammer bros, chads

i gave a talk at a uni and used hammer as an example of a skill that is not directly employable as a good look for if your trying to get a job in games as a junior because it show u know a lot of the tech crap

(hammer(and maya) chads unite)

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Anonymous No. 874983

>>874515
fucking based hammer maya chad.
You sir deserve a toast.

I live in Perth and a 3d artist but don't know who you are unfortunately. Probably didnt go to the same uni as you.

Anonymous No. 875023

>>874983
dude sick we should meet, idk anyone in perth who does 3d (outside if the office of course).

Anonymous No. 875024

>>874983
Dogs#2369

Anonymous No. 875773

>>874222
i've been meaning to get into hammer again, formatted my PC so i lost most of my files.

any good games to map for?

Anonymous No. 875915

>>875773
desu no

Anonymous No. 875919

>>875773
the same games we been mapping for during the last decade

I always found tf2s artstyle and massive prop library make mapping for tf2 fun but getting people to play them is impossible nowadays

Anonymous No. 875942

>>875773
Sadly source is kill, and source 2 got sold only to chosen few, mainly because valve is afraid of reverse engineering.

Anonymous No. 875967

I managed to set up complete pipeline from hammer to ue4, and IMO it's just not worth it. Im faster making a level by placing ~100 premade meshes then making entire level in hammer.
Anyone tried using hammer for actual level design in their game (not TF2 or something similar)?

Anonymous No. 876558

>>875967
hammer is a genuinely awful level design tool compared to stuff nowadays. the entire system is outdated. compare it to UE4, or even unity where you can drag and drop meshes together, set the skybox to night time, change the lighting, all in real time without needing to compile, screw around with leaks or do the engine's job via areaportals etc. even valve has realised this and mostly abandoned it

Anonymous No. 876560

Can I just say something?

Sourcefam really is the worst person I've ever seen on the internet. He's not a bad person in the same way people on other boards are, like posting mutilated animals or anything. He's just rotten to the core, negative, and a bad person. He's a failure and he can't stop telling us about it all the time, and if it's wrong for us to point this out, then just ban us I guess?

It would honestly be a favor. Because lately it seems this place is an illusion where supposedly it's for gamedev but 80% of the posts belong to the same raving lunatic. It is hard to keep pouring positive energy into a place that is haunted by this person.

Anyway, that's my only input on the matter.

Fuck you, reek. You're shit and you know it. I hope something comes to you that removes you from the internet for good. I really do. You're so overdue for it.

Anonymous No. 876561

>>875773
tf2, csgo, gmod (ttt, etc)

Anonymous No. 876562

>>875967
>>876558
>i can't just plop down tiles like its the THPS2 park editor so i hate it

Hammer truly is the greatest casual filter of all time

Anonymous No. 876565

>>876562
i spent a month using hammer daily last year. it's just shit out of date software. i'm sure it was good in the 2000s but the entire mentality around it is utterly retarded. anyone who defends it is nostalgia sperging

there is a reason valve abandoned it for a must more intelligent approach

Anonymous No. 876566

>>876565
modern maps are still made with it and it's not like you were EVER meant to do every tiny little detail as anything other than a prop. use of brushwork hasn't gone down, density of detail props has increased as player resources allow

if you're shaving issues with shit on the scale of battleship hulls being 2hard you're an actual retard, sorry

Anonymous No. 876567

>>876558
I find the way of doing things comfy and surprisingly intuitive.
Draw a box, drag it out in three graph views to the size that you want, hit enter and there you go, a box the exact size you wanted. The hit enter thing is key, why doesn't more software do that? That saves so many crtl z's for me. I wish I played around with Hammer much earlier than now.

Anonymous No. 876570

>>876566
open up any recent csgo map and you'll see. EVERYTHING is done with props nowadays.

de_shipped is a good example here, i've looked at the vmf for this map. the water: 2 props mashed together. the ship's hull: 4 props mashed together. the bridge: a big prop. the containers: a modular system put together (doors and walls seperate to save polygons). the few things that weren't props were the floors and and hallways, which make sense to be brushwork

it's just how maps should be made in source these days. it almost always leads to a better result if you most of the work comes from a more powerful software

Anonymous No. 876571

>>876567
>>876566
>>876562
>>876561
Kill yourself sourceniggers. The YesDevs ae talking.

Anonymous No. 876572

>>876570
>some random cs babby map is made this way, therefore, it is the only way to do it

modern csgo maps are dogshit that run like trash and are made by a third party who went on to make the new l4d ripoff that looks like absolute trash

and your argument is still just "people are bad at it so it sucks" and is a red herring anyway since doing brushwork doesnt preclude using props alongside it for finer details/moving parts/etc

again,
>i can't just plop down tiles like its the THPS2 park editor so i hate it

Hammer truly is the greatest casual filter of all time

Anonymous No. 876577

>>876572
>better graphics.. LE BAD
>more optimised... LE BAD
>doing things the old and objectively worse way... LE GOOD
>nostalgia and boomer incompetence (disguised as 'based and old')... LE GOOD

ask any level designer at valve what they think of Hammer. they all know its shit. just because your shitty thinkpad can't handle anything over than quake-tier maps doesn't mean they are better.

>modern csgo maps are dogshit that run like trash and are made by a third party who went on to make the new l4d ripoff that looks like absolute trash
most of the current CSGO maps have been remade by valve. they are all still made with displacements and props for 99% of detailing. they also look much better than any other source game.

>i can't just plop down tiles like its the THPS2 park editor so i hate it
noone is saying that. grid-based level design systems are very useful for a lot of things. but when you start trying to do a large-scale free roam forest environment for example, you'll see why forcing you into making everything out of big blocks is a crappy idea. there is a reason source 2 took a lot of hints from unity / unreal when it comes to the freedom props give you.

Anonymous No. 876578

>>876560
>>876571

Fuck off back to /v/ faggot, you're so you don't even know the topic of this fucking board, go back to make your godawful asset flips and take your schizo piece of shit with you too.

Anonymous No. 876579

>>876560 #
>>876571 #

Fuck off faggot, literally nobody cares about "yesdevs" or shitty discord drama. This is /3/ not /v/ or whatever board you spawned from.

Anonymous No. 876595

>>876579
where is your game sourceniglet

Anonymous No. 876597

>>876577
are you implying brushwork and props are mutually exclusive

Anonymous No. 876650

>>876597
Yes.

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Anonymous No. 876678

>>875967
>>876558
>>875967
I forgot to mention: levels in my game are series of small arenas similarly to DMC3. Hammer is not optimal for this kind of level creation.

Anonymous No. 876709

question for sourcefags
years ago I saw a video, some sort of april fool's framed as a tutorial, where a guy repeatedly csg-subtracted a sphere to make a "mountain".
I can't find it now, does anyone know the one I'm talking about?

Anonymous No. 876720

>>876709
https://youtube.com/watch?v=xh9Kr2iO4XI

Anonymous No. 876789

>>876720
remembered it differently, but that must be it
thanks, saved to my snuff folder

Anonymous No. 876813

>>876678
You have to split model and world creating 50/50 for the best performance.

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Anonymous No. 877406

>>876595
>sourceniglet

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Anonymous No. 877408

>>877406
Wait no, because of my niglet phone usage I posted the wrong image

Anonymous No. 877549

>>877406
>>877408
those images are great, post more

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Anonymous No. 877551

>>874222
>that image
kek'd

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Anonymous No. 877563

I was making a walmart map for a while, but i lost all the files after i wiped my hard drive and damaged the external hard drive i was backing everything up on like a stupid asshole, so now no more wally world lard ass blasting :(

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Anonymous No. 877596

reminder that you should be using hammer++
new update has new lighting preview, rope sim, fog preview, 3d skybox preview and more
https://ficool2.github.io/HammerPlusPlus-Website/pages/download.html

Anonymous No. 877879

>>877563
That looked beautiful, anon.
How is the multiplayer custom map game in CS Source by the way? Never played it, I mean I've been learning shit to make CS GO maps but I am disappointed with how there are like no servers that play with custom maps (unless it's surfing shit).

Anonymous No. 877918

bros why is source even ALLOWED

Anonymous No. 877984

>>874222
Used to make CS GO maps in this ancient piece of shit editor. Horrible Interface. Clunky Workflows.
But there was something oddly charming about constructing levels out of these crude brushes. Slapping together ready made models.
Just focusing on the Level and game play.
Messing about with friends on my maps.
I somewhat miss the creative aspect of it. But i'm glad i quit this game.

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Anonymous No. 877987

>>877984
My last project was a Train terminal with a working elevator. Using some Train entities and button events. Was nightmare to get working. And player could still get themselves stuck. Never got to testing it with something other than bots. So no Idea how a match would play on this. But i always wanted to make compact maps with lots of verticality .

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Anonymous No. 878093

>>876562
Literally this. Amazing works of art, passion projects that push literal engine limits were done with hammer. And they all have better design, composition and lighting than 99% of megascan asset flip shit UE5 scenes done by these seething university students.

https://www.youtube.com/watch?v=EGgk7OnDlew

Anonymous No. 878140

>>875024
I added you. Sorry bout very late reply.

Anonymous No. 878473

hammer unironically ruined my life

mapping for a gmod server --or rather TRYING to, nothin was ever good enough for train autists-- drove me to abuse alcohol and join the military. i now make 50k/yr as a sysadmin on a minesweeper

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Anonymous No. 878556

how easy is it to use hammer for UE4? Or is there a tool like hammer for UE4 because I fucking hate unreal's built-in bsp shit.

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Anonymous No. 878773

>>874222
made a less terrible test map for my garbage.

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Anonymous No. 878795

got a kick out of seeing this thread. Reminds me of an attempt I had of recreating the slaughterhouse map from payday the heist in left 4 dead back in middle school (roughly 7 years ago). I still had the project files so I thought I'd upload it and blog.

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Anonymous No. 878796

I wasn't a 3d modeler as a kid so I hand modeled everything in hammer with varying degrees of success. This bridge is made of brushes. I get a bit sick looking at the project file for this since it violates the grid so damn much. Looking at the project file I'm pretty sure I disabled grid snapping completely before working.

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Anonymous No. 878797

what's weird is I seem to remember very vividly getting navmeshing working properly, yet none of the bots followed me. Maybe I deleted the .nav file

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Anonymous No. 878798

It's kind of pretty in a weird mid 2000's kind of way. When it comes to visuals I think young me did a pretty good job.

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Anonymous No. 878799

Ah, back to the hand modeling thing. This time it's pretty clear I got sick of trying to make the broken bricks. I also did a shit job lmao

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Anonymous No. 878800

and here's the safehouse. Not a lot of detail here. I couldn't imagine this chapter being longer than 2 or three maps had it been finished. Slaughterhouse is a pretty short heist in PD:TH if memory serves. Hope you all got something out of this. It was a trip for me.

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Anonymous No. 878801

last pic for now, just a view of it in HAMMER.

Anonymous No. 878869

>>874515
>>877563
>>878773
I really like those maps, especially the last one. Where can i learn to use hammer?

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Anonymous No. 879442

Trying to make this for vs saxton hale

Anonymous No. 879447

>>878869
https://m.youtube.com/playlist?list=PL2KT0JL74Qff_c1WbqNi4K5yAmpWAUQlq
Most of this should apply to other source games

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Anonymous No. 880020

>>879442
Using blender to scale the map

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Anonymous No. 880952

>>880020
Don’t let your dreams be memes

Anonymous No. 881212

alternative source editor : Hammer +++. Goldsrc editor either Trenchbroom or Jack Hammer. check out TWHL for more tutorials and programs n shit

Anonymous No. 883106

>>874222
How do you get into working with this without wanting to blow your head off?

Anonymous No. 883128

>>883106
its just a part of the software you have to live with, some people enjoy the sensation

Anonymous No. 883140

why are the level design tools in modern game engines so bad compared to a quake level editor from over 25 years ago?

Anonymous No. 883193

>>883140
Go back even further. Doom was peak efficiency.