News: Celebrating over 10 years serving the creative community

Author Topic: Hammer  (Read 3952 times)

SPRKH

  • Cry of Fear Team
  • Big Momma
  • *
  • Posts: 703
Hammer
« on: June 13, 2009, 01:55:22 PM »
Want to get into HL1 mapping, but don't have Hammer. :v:

Anyone?

Burd!

  • Global Moderator
  • Big Momma
  • ****
  • Posts: 652
Re: Hammer
« Reply #1 on: June 13, 2009, 02:06:48 PM »
OH OKAY, LET ME GOOGLE THAT FOR YOU
* DiamonD types Half-Life Programs...

http://www.slackiller.com/hlprograms.htm

SPRKH

  • Cry of Fear Team
  • Big Momma
  • *
  • Posts: 703
Re: Hammer
« Reply #2 on: June 13, 2009, 03:36:43 PM »
I bet you just had that bookmarked though.
« Last Edit: June 13, 2009, 03:41:40 PM by Sporkeh »

Burd!

  • Global Moderator
  • Big Momma
  • ****
  • Posts: 652
Re: Hammer
« Reply #3 on: June 13, 2009, 03:45:00 PM »
No I didn't you huge nerd.

Also, scroll down, I believe there are a few compiling stuff below.

SPRKH

  • Cry of Fear Team
  • Big Momma
  • *
  • Posts: 703
Re: Hammer
« Reply #4 on: June 13, 2009, 03:45:59 PM »
You are in denial.

Alex

  • For Hire A
  • Gman
  • *
  • Posts: 2057
Re: Hammer
« Reply #5 on: June 13, 2009, 05:12:03 PM »
You want Hammer 3.5, the last version publically released for HL1.  The main reason being that this version renders props/models.

Hammer 3.5 can be downloaded here http://www.mapping-area.com/forum/download/file.php?id=5285

SPRKH

  • Cry of Fear Team
  • Big Momma
  • *
  • Posts: 703
Re: Hammer
« Reply #6 on: June 13, 2009, 05:43:24 PM »
Already had it, but thanks.

Excuse the extremely shit texture work, but how do you rotate decals? Shit with ctrl+m doesn't work.


Alex

  • For Hire A
  • Gman
  • *
  • Posts: 2057
Re: Hammer
« Reply #7 on: June 13, 2009, 07:22:34 PM »
Boy its been a while... well in Source you select them in the X/Y Y/Z X/Z view ports and rotate them there.

To rotate an object you select that object, then keep clicking on it until you get the rotation selection.
As a general rule I would not recommend ever rotating brushes, since this tends to lead to leaks.

Imperial Wizard

  • BSR Team
  • Pit Drone
  • *
  • Posts: 159
Re: Hammer
« Reply #8 on: June 13, 2009, 08:20:06 PM »
Already had it, but thanks.

...but how do you rotate decals?...

Like this

:V
Ah?

SPRKH

  • Cry of Fear Team
  • Big Momma
  • *
  • Posts: 703
Re: Hammer
« Reply #9 on: June 13, 2009, 08:42:51 PM »
Already figured it out because I'm that cool.



IDK this is kinda fun.

Vulpine Complex

  • Administrator
  • Pit Drone
  • *****
  • Posts: 203
Re: Hammer
« Reply #10 on: June 14, 2009, 05:36:18 AM »
That looks pretty hot.

SPRKH

  • Cry of Fear Team
  • Big Momma
  • *
  • Posts: 703
Re: Hammer
« Reply #11 on: June 14, 2009, 11:00:35 AM »
Hammer's carve tool.

 :suicide:

/e How do you set it so that you can actually see the models and such in Hammer, instead of coloured boxes?


Ignore the geometry, was trying to figure out the clipping tool. :v:
« Last Edit: June 14, 2009, 12:11:08 PM by Sporkeh »

Alex

  • For Hire A
  • Gman
  • *
  • Posts: 2057
Re: Hammer
« Reply #12 on: June 14, 2009, 03:19:50 PM »
Just as long as you don't use carve =X

Anyway, to get models appearing in Hammer open up your FGD file with notepad.
Search for cycler_sprite
Once you have found that, delete the entry for cycler_sprite and the crap beneath it up to weapon_cycler

Now paste in the following

@PointClass base(Targetname, Angles) sprite() = cycler_sprite : "Sprite Cycler"
[
   model(sprite) : "Sprite"
   framerate(integer) : "Frames per second" : 10
   renderfx(choices) :"Render FX" : 0 =
   [
      0: "Normal"
      1: "Slow Pulse"
      2: "Fast Pulse"
      3: "Slow Wide Pulse"
      4: "Fast Wide Pulse"
      9: "Slow Strobe"
      10: "Fast Strobe"
      11: "Faster Strobe"
      12: "Slow Flicker"
      13: "Fast Flicker"
      5: "Slow Fade Away"
      6: "Fast Fade Away"
      7: "Slow Become Solid"
      8: "Fast Become Solid"
      14: "Constant Glow"
      15: "Distort"
      16: "Hologram (Distort + fade)"
   ]
   rendermode(choices) : "Render Mode" : 0 =
   [
      0: "Normal"
      1: "Color"
      2: "Texture"
      3: "Glow"
      4: "Solid"
      5: "Additive"
   ]
   renderamt(integer) : "FX Amount (1 - 255)"
   rendercolor(color255) : "FX Color (R G B)" : "0 0 0"
]


Now load up Hammer, start placing cycler_sprites around for models :)

Vulpine Complex

  • Administrator
  • Pit Drone
  • *****
  • Posts: 203
Re: Hammer
« Reply #13 on: June 14, 2009, 07:26:15 PM »
Remember, you'll have to have Hammer set up properly to be able to view models. (IE: Pointing to your mod's directory and whatnot.)

Also, you'll need to be using Hammer 3.5.

SPRKH

  • Cry of Fear Team
  • Big Momma
  • *
  • Posts: 703
Re: Hammer
« Reply #14 on: June 14, 2009, 07:30:24 PM »
Yeah just had to extract the shit from the GCF.

Saxon, what does that do?

James

  • Administrator
  • Big Momma
  • *****
  • Posts: 619
Re: Hammer
« Reply #15 on: June 14, 2009, 07:55:15 PM »
It adds a new entity called cycler_sprite that I suppose is better for displaying models than monster_furniture, as monster_furniture is, as the name suggests, a monster, which is really fucking gay. I don't think it does anything monster-like, but takes up more memory than a cycler sprite.

Alex

  • For Hire A
  • Gman
  • *
  • Posts: 2057
Re: Hammer
« Reply #16 on: June 15, 2009, 09:53:12 AM »
What James said.  Basically it's the best entity to use for props, and it's the easiest way of getting them to appear in Hammer.

I'm sure there must be an HL FGD with all that shizzle in, or if not there should be.  Hmm. Maybe we should add a tools section to HLC with all the most updated editing tools & files packaged and ready?  HL1 Hammer is a nightmare to setup, so this would probably makes things a lot easier for anyone interested in starting out.

James

  • Administrator
  • Big Momma
  • *****
  • Posts: 619
Re: Hammer
« Reply #17 on: June 15, 2009, 03:06:57 PM »
Done.