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Hammer update!

  • KungFuSquirrel
  • April 30, 2010 at 4:18 AM
  • AlexM
    • May 3, 2010 at 10:19 PM
    • #61
    Quote from WesleyTack

    We started this years ago even before HL2 was released... All I'm still using it for is to finish my current project, as soon as it's out and done with I quit Source (unless something big would happen..heh).

    +1

    although I do keep starting new hammer maps.....

  • Carbon
    • May 4, 2010 at 2:44 AM
    • #62

    Just came here to say thanks to KFS if it really was his doing! I don't care that it's broken, the update makes it worthwhile. Instancing basically puts an end to boxy, boring on the grid mapping and I was thinking I might have to wait till EP3 to use it in SP mods!

  • KungFuSquirrel
    • May 4, 2010 at 3:40 AM
    • #63

    Well, uh, let's not get out of hand here, I made that comment more as light-hearted self-deprecating blame than anything else Hopefully that Ep2 issue gets sorted quickly. I'll pass along anything else I hear.

    Oh, btw, regarding instances - there does appear to be a bug with tool brushes inside your instance (hint, areaportal, etc.) not behaving properly. They know about it, but it's a much lower priority fix than the Ep2 issues. Plan accordingly!

  • Jetsetlemming
    • May 4, 2010 at 6:51 AM
    • #64
    Quote from KungFuSquirrel

    It's so weird that UE3 has what may be the most powerful BSP editing tool, but it's lost behind by far the worst BSP interface. I recall it getting some upgrades between UT3 and UDK, but haven't messed with it much lately.

    When people start using terms like these ("BSP interface" etc) I lose track of what they mean, exactly. Not leet enough I guess. All I know is that I really like subtraction.

  • 2d-chris
    • May 4, 2010 at 8:17 AM
    • #65

    Well with cryengine I do all editing with the 3d perspective view! It kicks ass (and yes we use "bsp" "brushes" "solids: at various points in a levels development.

    I never liked the BSp editing in Unreal, just always felt clunky and needing to recompile it everytime you make a minor edit fustrated me. Hammer is still the king in terms of BSP interface, shame it's almost good as dead at least for final level geometry. I think it'll be used for fast prototyping for a long time to come though.

  • KungFuSquirrel
    • May 4, 2010 at 5:09 PM
    • #66

    Quick tidbit about the new quick-hide feature: Any geometry hidden in this manor is treated as a visgroup, and will NOT be compiled if hidden. Useful, but keep track of what you are and aren't hiding

  • AlexM
    • May 5, 2010 at 6:50 AM
    • #67
    Quote from 2d-chris

    I think it'll be used for fast prototyping for a long time to come though.

    That's probably the reason I tend stick with it. I can slap something playable together in a day for testing purposes.

    I can't wait to really get into cryengine though, played with it a little and loved it. Didn't notice any BSP tools immediately when I looked, I did have a lot of fun with the voxel painter though.

  • Puddy
    • May 5, 2010 at 5:38 PM
    • #68

    If anyone has any news let us know! I REALLY need to get back to work...

  • Shrinker
    • May 5, 2010 at 6:43 PM
    • #69

    How about another tool as a temporary workaround to get things done? Microbrush

  • AlexM
    • May 5, 2010 at 7:40 PM
    • #70
    Quote from Shrinker

    How about another tool as a temporary workaround to get things done? Microbrush

    very cool

    I'll check that out.

  • Psy
    • May 5, 2010 at 8:04 PM
    • #71

    Textures are now able to be scaled to values beyond 2 decimal points. Yippee.

  • Shrinker
    • May 5, 2010 at 8:08 PM
    • #72

    That was already possible before, but the values were rounded when they were written back into the text fields.

  • Minos
    • May 5, 2010 at 8:10 PM
    • #73
    Quote from Shrinker

    How about another tool as a temporary workaround to get things done? Microbrush

    That looks really handy!

  • Shrinker
    • May 5, 2010 at 8:14 PM
    • #74

    Well, thanks. And the good news is: I'm still working on it! But right now, university tasks are eating 230% of my time, and I am experimenting with random map generation once again

  • KungFuSquirrel
    • May 5, 2010 at 8:18 PM
    • #75
    Quote from Psy

    Textures are now able to be scaled to values beyond 2 decimal points. Yippee.

    Oh, they did fix that? Awesome. That was terrible while I was working on NS2 - I was using everything at .125 and had to constantly re-apply textures on every goddamn face in the whole level. Unbelievable time sink.

  • Defrag
    • May 5, 2010 at 10:03 PM
    • #76
    Quote

    So frustrating being unable to change the camera angle whilst texturing.

    It's all about the space bar + mouse buttons. I've never used the arrow keys or WASD to navigate when using Hammer (which is kinda weird, now that I think of it).

  • Shrinker
    • May 5, 2010 at 10:29 PM
    • #77

    I bet he meant that previously, one could use the arrow keys to adjust the texturing, while they now nudge the camera around.

  • AlexM
    • May 6, 2010 at 1:44 AM
    • #78

    note sure if this was addressed previously but HLMV doesnt work by default for me either :/

    I'll try the DX8 fix

  • Wesley Tack
    • May 11, 2010 at 11:33 AM
    • #79

    Thought I'd post this here as well, it's been tested by both myself and Robert Briscoe and many other on the Steam support forums I'm sure, but this fix makes the currently broken HAMMER work again. Download this file:

    http://www.mediafire.com/file/uidmdhlow ... c_vs20.zip

    Follow these instructions (from the Steam forums):

    Quote

    Originally Posted by imanobody19 View PostAfter looking for about 2 days i've found the one file that breaks hammer view windows.

    Turns out its a shader problem.

    The fix requires orangebox/tf2 (I really dont know)

    *********

    Instructions:

    1. If you own one of the fixed orangebox hammer games there should be a "multiplayer ob binaries.gcf" open that with gcfscape.

    2. Now ive found the exact file that messes up the hammer viewwindows BUT when fixed it messes up whatever game you made the map for.

    3. Locate and extract "root\hl2\shaders\fxc\VertexLit_and_unlit_Generic_ vs20.vcs"

    to exact same space in the game diretory

    example: ep2 would be your folder "steamapps\\half-life 2 episode two\hl2\shaders\fxc\VertexLit_and_unlit_Generic_vs 20.vcs"

    4. Remove that file to another spot when you want to test your map because that same shader file messes up the start up menu

    **********

    So I hope this helps. (only tested for ep2 but should work for ep2 mods and for a fix sdk base 2007 mods would be to put in the sdk base 2007 folder)

    Display More

    If the folder doesn't exist create it.

    This will break the game menu they say, but if you are modding for a full conversion mod it shouldn't break it and you don't have to rename/move that file all the time.

    For instance, I had to place that file here: "C:\Program Files (x86)\Steam\steamapps\xxx\half-life 2\hl2\shaders\fxc\VertexLit_and_unlit_Generic_ vs20.vcs"

    This will break the Half-Life² menu, but since I'm modding for Off Limits, when I run Off Limits the menu isn't broken, so basically this fixes all issues if you don't use Half-Life² anymore.

    It's a shame the community had to go through to all these hacks to finally get it back to work and Valve doesn't have a clue most likely what's going on... Thank you user name: imanobody19 !!

    /me goes back to work on the new hammer, finally...

  • robert.briscoe
    • May 11, 2010 at 11:37 AM
    • #80

    I can confirm this works, and it doesnt break any menus as long as you are working in an OB mod and not ep2

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