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Offline argikt

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hammer edit
« on: November 28, 2017, 03:20:12 pm »
Hi, I was trying to learn something with the hammer tool, but looks like difficult to me.
Is possible "copy" a entire seccion of textures?
For example, if I want to make a street in a hub longer, adding a building is possible copy a building and paste?

My skills are very poor... :facepalm:

Offline Entenschreck

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Re: hammer edit
« Reply #1 on: November 28, 2017, 05:29:50 pm »
Yes, absolutely. Hold ctrl and select everything you want to copy. Then hold shift while dragging the building to another place on the map. Done.

Be careful when you work with brushes that don't have a rectangular shape. Use the Vertex Tool to resize them. Using the Selection Tool will mess up non-rectangular edges.

If you're just getting started I highly recommend to check out some tutorials on YouTube. Tophattwaffle and 3kliksphillip really helped me. They're making tutorials for Counter Strike and use the latest version of Hammer, so some more advanced things they do don't work for Bloodlines. Their videos are totally fine for learning all the basics, though.

Offline argikt

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Re: hammer edit
« Reply #2 on: November 28, 2017, 05:52:02 pm »
I would try! Thank you very much!

Offline Icicle-Baphomet

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Re: hammer edit
« Reply #3 on: November 30, 2017, 06:19:08 pm »
Here's a very quick and dirty Hammer tutorial:

1- After loading ANY map, always choose Map menu > Entity Report. Then, scroll through the list that appears to "env_sprite". Click the first one to select it, then scroll through the list gently to find the last "env_sprite", hold SHIFT and click that, so all "env_sprite" are selected. Then click the "Mark" button, wait for it a little bit while it selects them all, then click the "Close" button in the bottom right of the list. Now go to the toolbar, find the little icon that looks like a box drawn in red dots - click this once. It will hide all "env_sprite". This prevents a lot of crashing! When your map is ready to test in-game, simply click the box icon two spots over from the red-dotted box -- in other words, click the solid box, to unhide everything hidden.

(You can also use selecting and hiding to make it easier to select objects which are buried underneath others, it's useful.)

2- Save often!  Make a habit of pressing the hotkeys to save. Press ALT + F, then S, to save.  Hammer loves to crash randomly for no apparent reason, even though it can also be stable for long periods too - it just depends on what is in the map (visibly, unhidden), and what you are doing.

3- Use the grid buttons (the plus and minus ones) to expand or contract the grid lines. I recommend the smallest so you get unit-perfect precision - you have to zoom in enough to see them (spin your mousewheel up).

4- When you are selecting things for copy and paste, press CTRL + E to center your views on what you have selected. Then zoom in or out to all views by holding CTRL and spinning your mousewheel up or down, depending on how it looks and what you need. Then hit CTRL + E again.  Basically you want to center your selection on all views, BEFORE pasting a new copy. This makes your new copy appear almost exactly overtop the old one, albeit slightly off (usually by 1 unit in the Z dimension, up/down). This fixes the issue of pasting and having your paste wind up somewhere way off in the map (or in space).

5- Clipping tool. This tool is awesome. If you want to modify a level, make holes in something or just cut a big block into two pieces, use the clipping tool on one of the non-3D views, adjust by clicking and moving the dots, and then press SHIFT + X to select whether you want to keep only part of the split, or all of it (the parts that are kept are highlighted in white). Press ENTER to complete the clip.

6- Use CTRL + Z to undo selections. Let's say you have 10 blocks all selected together by CTRL + clicking them all until they are all highlighted in red. But now you feel like checking something else: Go ahead and click that item to select it, examine it, then use CTRL + Z to undo the selection and your previous selection will be redone. This saves a lot of time!

7- Always be mindful that the position of your mouse cursor over the views determines which view reacts to your arrow key presses:  Use the arrow keys on your keyboard while the mouse is over one of the non-3D views to adjust a selection's placement slightly. If you need to move something a long way, this sucks, so press CTRL + M, choose the Move option, then enter a number of units to move your selection. This is also helpful for rotating things too!

8- Press SHIFT + A to bring up the texture window easily. If you have a texture you're completely redoing, use the button that says "Replace..." and select your new texture... it will go through the whole map and replace all instances of the old texture with the one you selected.

9- When texturing, if you select an object first, you will retexture all sides of it if you pick a texture! Instead of this, DON'T select anything (SHIFT + Q deselects), then do SHIFT + A to bring up the texture window, then simply click one face (or more by holding CTRL and clicking more) and then choose the texture.

10- Textures sometimes look like garbage when they are just replaced because the Texture Scale and Texture Shift are off. As a quick rule of thumb, the Texture Scale for X / Y make the texture look tinier and repeat more often if you make them below 1.0 and closer to 0, whereas they look larger and repeat less often if you make them larger than 1.0. Unless you have put high-res textures in, most textures look terrible above 0.25 Texture Scale in either X and Y, FYI - but sometimes it is necessary to make a texture fit properly on the face of a block.

11- Texture Shift repositions how the texture is placed across a face/faces. When making multiple blocks with connecting faces and the same texture, it is often useful and looks best when you make their Texture Scale and Texture Shift match up in terms of the values entered there.

12- Both Texture Scale and Texture Shift can be adjusted using the mousewheel! This can be a lot nicer than constantly re-entering numeric values yourself, though that is sometimes necessary.

13- If your Textures still look "off", it's probably because some of your faces mis-matched on the Align part of the texture window. Either World or Face are correct, depending on your needs. Usually I use World. Aligning a texture to the Face is more specific to the situation, but that's up to you.

14- Last but not least, when your mouse is over the 3D view, press Z to free fly the camera around using the W A S D letter keys on your keyboard, just like in the game. Press Z again to release your cursor and stop free fly mode. In free fly mode, your cursor is now a crosshair and you can still select things as you fly around!

Hope this helps.
« Last Edit: November 30, 2017, 06:31:57 pm by Icicle-Baphomet »

Offline Entenschreck

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Re: hammer edit
« Reply #4 on: December 01, 2017, 09:20:15 am »
Quote
1- After loading ANY map, always choose Map menu > Entity Report. Then, scroll through the list that appears to "env_sprite". Click the first one to select it, then scroll through the list gently to find the last "env_sprite", hold SHIFT and click that, so all "env_sprite" are selected. Then click the "Mark" button, wait for it a little bit while it selects them all, then click the "Close" button in the bottom right of the list. Now go to the toolbar, find the little icon that looks like a box drawn in red dots - click this once. It will hide all "env_sprite". This prevents a lot of crashing! When your map is ready to test in-game, simply click the box icon two spots over from the red-dotted box -- in other words, click the solid box, to unhide everything hidden.

Thanks! I didn't know that. Maybe that's what I needed to finally be able to work on la_dane_1. Hammer always crashes as soon as I turn around in firstperson view.


Quote
3- Use the grid buttons (the plus and minus ones) to expand or contract the grid lines. I recommend the smallest so you get unit-perfect precision

I'm not a fan of working with small grid sizes. At least when working with brushes. My advice is to always keep the grid size as high as possible since that will tremendously help you to prevent leaks and be consistent with the sizes of your brushes. Also, Almost every texture is made for a specific brush size like 128x128, 64x64, 32x32, etc. For most buildings you won't have to lower the grid size below 4.
Last, but not least, the higher your grid size the faster you'll be, since you don't need the precision of a surgeon each time you create a brush. Your maps will automatically look cleaner and the vis compiler will have an easier time.
You're free to use whatever grid size you like when placing models, though. They can even be completely off grid.


Quote
12- Both Texture Scale and Texture Shift can be adjusted using the mousewheel! This can be a lot nicer than constantly re-entering numeric values yourself, though that is sometimes necessary.

You can select a face with the Texture Tool and use Alt+Right click on the face you want to apply the same texture to. Hammer will then apply the texture with perfect allignment.

Offline argikt

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Re: hammer edit
« Reply #5 on: December 01, 2017, 11:34:52 am »
Thanks for advice!!

I would try it, because I received a message LoadPortals: couldn't read XXX.prt when I complile the map

Offline Entenschreck

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Re: hammer edit
« Reply #6 on: December 01, 2017, 01:01:55 pm »
Quote
I would try it, because I received a message LoadPortals: couldn't read XXX.prt when I complile the map

Looks like there's a leak in your map. In the menu bar look for Map -> Load Pointfile.
A red line will be drawn. Follow it and see where it exits the map. Seal the hole and repeat.

If you're working on decompiled maps from the Unofficial Patch there might be entities in the void causing this error. If you find them you'll simply have to move them somewhere inside the map. Entities must not touch the void. Be aware that func_* entities or triggers don't seal your map against the void, even though they're made of brushes.

It can be confusing when you're just starting out. The solution probably every new mapper comes up with is to create a giant box around the map. Even though it works you shouldn't do that, because that will significantly increase the compile times!

Offline argikt

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Re: hammer edit
« Reply #7 on: December 01, 2017, 03:35:29 pm »
I will try this solution, but I think perhaps is another problem, becuase to check this I opened the tatoo map, remove the register and recompile with the same issue.... :facepalm:

Offline argikt

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Re: hammer edit
« Reply #8 on: December 01, 2017, 04:43:48 pm »
Nice!! It works!!
The env_sprite operation was the solution!
« Last Edit: December 01, 2017, 07:26:18 pm by Wesp5 »

Offline argikt

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Re: hammer edit
« Reply #9 on: December 02, 2017, 06:27:33 pm »
Well, finally I manage to create something...

This is Joe's used cars shop, is located in downtown hub, in the parking near empire hotel, I removed the wall that was the limit of the map and create the shop there.

Joe's dialogs and so, are default pedestrian now, but I would try to create a siple quest to keep learning...
Thanks for the hints guys :smile:

Offline Entenschreck

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Re: hammer edit
« Reply #10 on: December 04, 2017, 10:17:51 am »
Cool! Keep going.
I've never modified the downtown hub myself, but I guess you might run into some problems when it comes to compiling. Troika used a special tool texture called NoVis, which isn't supported by the SDK in it's current state. Basically everything inside a NoVis box was treated like a func_detail. Since this texture won't have an effect when you compile the map, you'll probably experience longer compile times and/or leaks.

Offline argikt

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Re: hammer edit
« Reply #11 on: December 04, 2017, 06:17:48 pm »
Looks like it compile well... but I don't know why 'joe' dont appears in real play, in dev. test works fine...
Here a short video...


Online Malkav

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Re: hammer edit
« Reply #12 on: December 04, 2017, 10:08:11 pm »
Have you accidentally set the StartHidden flag?
Co Author of Camarilla Edition Mod

Offline argikt

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Re: hammer edit
« Reply #13 on: December 05, 2017, 04:21:47 pm »
Have you accidentally set the StartHidden flag?

I dont know where this option is....

Offline The Shadow Man

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Re: hammer edit
« Reply #14 on: December 05, 2017, 06:26:02 pm »
The video dosen't work for me but its good to see someone getting into Bloodlines modding

 

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