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Author Topic: Questions about hammer tool  (Read 10942 times)

Offline Aloysius

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Questions about hammer tool
« on: August 07, 2015, 06:32:34 PM »
I open this thread to ask about hammer, and i don't want to open plenty of thread in case i would turn out to have plenty of questions/problems.

Ok, that may seem silly but i can't find some entities in the hammer entity tool list, that include func_door of all kinds, elevator doors, vent doors, normal doors and so on.

So far, i managed to find what i needed by copy pasting from existing maps, but going back and forth between maps each time i need a door is starting to get on my nerves.

Am i missing something obvious here ? I did the unpacking of the game at the SDK launch config.

Offline burgermeister01

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Re: Questions about hammer tool
« Reply #1 on: August 07, 2015, 10:50:52 PM »
I'm not sure what you're doing but you should be able to make a door by using the entity tool to place an entity. Then select it and press Alt+Enter to bring up it's properties menu. From there there's a drop down which has a full list of all entities available.

Offline Aloysius

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Re: Questions about hammer tool
« Reply #2 on: August 08, 2015, 05:55:57 AM »
I found the answer here, https://developer.valvesoftware.com/wiki/Creating_Brush_Entities
it was something obvious, i didn't get that a door had to be created like any block, then turn it into a entity. (Maybe i am not very clear but the tutorial in the link is)

Thanks Burgermeister.

Offline Aloysius

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Re: Questions about hammer tool
« Reply #3 on: August 10, 2015, 12:45:12 AM »
Anyone is interested at seeing a new map ? Take a look at this :
http://dc581.2shared.com/download/ordeRRc6/map_scr.rar?tsid=20150809-234944-73587209

I woudn't call it a sinking ship, even if the doors have their own way to open, that the elevator is only half working, and that i had a few problems to adjust blocks size at a few places. Try to not laugh too much if you're taking a look.
There is a bsp file if you want to see it in game, or the vmf if you want to view it with hammer.

I am going to sleep it off and see how i can clean the mess after that.
« Last Edit: August 10, 2015, 12:50:25 AM by Aloysius »

Offline burgermeister01

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Re: Questions about hammer tool
« Reply #4 on: August 10, 2015, 12:55:55 AM »
It's a good start! Multi-level stuff is really hard to do. It won't compile for me, but I could run it in the game

You need to move the focal points on the doors though. Also, needs a stairwell since the elevator is broken  :razz:

Offline Aloysius

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Re: Questions about hammer tool
« Reply #5 on: August 10, 2015, 02:07:44 PM »
Yeah, i made some beginner mistakes from the get go with this one, like getting careless with the grids, but what the hell, it was good training. I think i will use it as a general model to rebuild a similar level later.
 It will likely be better than trying to find all the flaws on this one. Had to force the compilation by turning off the vvis, i bet there are plenty of map holes.

I have a other map where i didn't make the same mistakes, so far so good.

Still not sure what i missed with the elevator.

Offline Aloysius

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Re: Questions about hammer tool
« Reply #6 on: August 12, 2015, 12:04:30 PM »
Say guys, did anyone managed to compile a map from the original game without turning off the vvis ? I tried to place a skybox around but it didn't change anything.

Also don't you think that Hammer is over sensitive with the leak thing ?
On custom map, if i place a entity near a map edge, and if one of the red/blue/green line is going outside the map, the bastard find a leak.

Offline burgermeister01

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Re: Questions about hammer tool
« Reply #7 on: August 12, 2015, 03:46:10 PM »
I never try to compile a map without running all the tools. Leaving one out really just indicates a bigger problem.

But yea .... leaks. They are super frustrating, but it's just part of the tedious process of creating maps. You can't have even the tiniest little leak or it won't work, that's just the reality of things. If you're really desperate, you can usually create an empty box around your map that that will fix your leaks for you, although that's not even ideal. Check out this guide in the link, it tells you some of the reasons why that is, as well as gives some other important mapping tips:

http://rvanhoorn.ruhosting.nl/optimization.php?chapter=intro

Offline Aloysius

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Re: Questions about hammer tool
« Reply #8 on: August 12, 2015, 05:23:20 PM »
Thanks for the link.
I stopped forcing the compilation anyway, i have no intention of making leaks maps, and i manage to do rooms and brushed entities without leaks now.

It's really the other entities i have to be careful with.
What i find weird, is that the troika maps are full of leaks, and yet, they work fine, from gaming view.

Offline Wesp5

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Re: Questions about hammer tool
« Reply #9 on: August 12, 2015, 08:27:03 PM »
What i find weird, is that the troika maps are full of leaks, and yet, they work fine, from gaming view.

Yeah, I wonder about that too. The must have used other compilers, their lighting is different as well!

As for leaks, models must not stick too much outside a map or you will get a leak error from them...

Offline burgermeister01

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Re: Questions about hammer tool
« Reply #10 on: August 14, 2015, 06:45:02 AM »
Older more promiscuous compilers, yes. It also occurred to me tonight working on one of the original maps that the crap we modders and patchers have been doing for years - opening up the maps in a text editor and editing them that way - doesn't use a compiler, so you can get around the compile errors in that respect. We've been creating leaks for years!

Offline Wesp5

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Re: Questions about hammer tool
« Reply #11 on: August 14, 2015, 07:09:38 AM »
We've been creating leaks for years!

Yes, I plead guilty on that account! Sometimes when I changed a static prop into a dynamic one for the patch, I just moved the static one out of the way below or above the active map area because there was no other way. No when you decompile and recompile such a map, these entities will cause a leak! But they can be deleted easily to fix it again...

Offline Aloysius

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Re: Questions about hammer tool
« Reply #12 on: August 14, 2015, 11:39:54 AM »
Whoa, whoa, are you guys saying that we should stop using the VPK tool with troika maps ? I am not sure I can do that, it would mean tracking every leaks in them. I tried, to be honest, but i came to the conclusion that working on existing maps with Hammer is, is, euh, well, it is near impossible.

Or at least, it could take a huge ammount of time before being able to properly use hammer with those.

I am making my own add with VPK tool, and it doesn't break anything after all. I am all for NOT making the same mistakes with new maps, don't get me wrong.

Ain't Bloodlines modding painly and time consuming enough, without starting to rework every maps and every change, that was made over time ? Not to mention the original troika leaks...

"Can we afford to take that chance ? Can our children ?"
« Last Edit: August 14, 2015, 11:42:27 AM by Aloysius »

Offline Wesp5

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Re: Questions about hammer tool
« Reply #13 on: August 14, 2015, 01:23:08 PM »
Whoa, whoa, are you guys saying that we should stop using the VPK tool with troika maps?

No, of course not. But if you get leaks in decompiled maps, you need to check for entities floating outside the level :)!

Offline Aloysius

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Re: Questions about hammer tool
« Reply #14 on: August 14, 2015, 03:36:59 PM »

No, of course not. But if you get leaks in decompiled maps, you need to check for entities floating outside the level :)!

You just saved me from a suicide, i was getting a rope ready.