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Hammer++

  • sn0wsh00
  • February 6, 2022 at 8:57 PM
  • sn0wsh00
    • February 6, 2022 at 8:57 PM
    • #1

    With Hammer++ now supporting CS:GO, I thought it would be good to create a topic where we can share our thoughts the tool.

    For me, I haven't compiled anything with it yet, but so far I'm really liking all the new features, especially lighting and materials preview. Only brushes cast shadows in the preview, but it's still better than not having any lighting preview at all. Here's how this looks like for my map fy_neon_fangs:

    [Blocked Image: https://i.imgur.com/KhzHdtf.gif]

    The only problem I've encountered so far is that, unlike in vanilla Hammer, I'm unable to use the arrow keys to rotate the camera in the 3D view. They still don't work even when I unbind those keys from the nudge actions. But that's just a very minor gripe, and I'll probably get used to the mouselook toggle technique anyways.

  • NikiOo
    • February 6, 2022 at 10:01 PM
    • #2

    Imagine if we had all these features on release. Would have finished at least twice as many maps. Can't wait to try this.

  • will2k
    • February 7, 2022 at 9:05 PM
    • #3
    Quote from sn0wsh00

    23 hours ago, sn0wsh00 said: I thought it would be good to create a topic

    Thanks for sharing.

    I haven't touched Source engine games and SDKs for almost 5 years but I felt compelled to check this one out after reading the features list.

    The 3D lighting preview works well enough to make lighting tweaks happen in-editor without needing to compile. Having the 2D sky visible is the icing on the cake.

    Having the 3D gizmo for movement translation, rotation and resizing, like most modern engines is a really nice touch.

    The various quality of life improvements and features are all welcome.

    Honestly, all these should have been default features of Hammer, especially lighting preview (we asked for it over a decade ago to no avail), but it's always the community that takes matters into its own hands to find solutions.

  • Dabu
    • February 7, 2022 at 10:05 PM
    • #4
    Quote from will2k

    1 hour ago, will2k said: Thanks for sharing.

    I haven't touched Source engine games and SDKs for almost 5 years but I felt compelled to check this one out after reading the features list.

    The 3D lighting preview works well enough to make lighting tweaks happen in-editor without needing to compile. Having the 2D sky visible is the icing on the cake.

    Having the 3D gizmo for movement translation, rotation and resizing, like most modern engines is a really nice touch.

    The various quality of life improvements and features are all welcome.

    Honestly, all these should have been default features of Hammer, especially lighting preview (we asked for it over a decade ago to no avail), but it's always the community that takes matters into its own hands to find solutions.

    Display More

    Source 2 and Source are still fun to work if you wanna return.

  • NikiOo
    • February 8, 2022 at 12:57 AM
    • #5

    Fentanyl is pretty fun too!

  • Serialmapper
    • February 27, 2022 at 6:31 PM
    • #6

    I had tried it today (not the fentanyl, but the hammer++). What can i say, i like especially the lightning features, the sky box view and the snapping when rotating objects.

  • sn0wsh00
    • March 20, 2022 at 9:09 PM
    • #7

    I've finally started working on a map in Hammer++ and so far, it works pretty much the same as regular Hammer. That it, except for brush textures, in that the texture scales alongside your brush. In other words, if you stretch your brush along the x-axis, then the texture will be stretched along the x-axis, unlike in regular Hammer where the texture scale will remain the same no matter how much your manipulate the brush. I honestly find this really annoying, given I have to frequently use the face edit tool to make sure the texture scale remains consistent. Otherwise, I've generally liked what I've seen so far with Hammer++.

  • Evert
    • March 21, 2022 at 7:09 AM
    • #8
    Quote from sn0wsh00

    9 hours ago, sn0wsh00 said: I've finally started working on a map in Hammer++ and so far, it works pretty much the same as regular Hammer. That it, except for brush textures, in that the texture scales alongside your brush. In other words, if you stretch your brush along the x-axis, then the texture will be stretched along the x-axis, unlike in regular Hammer where the texture scale will remain the same no matter how much your manipulate the brush. I honestly find this really annoying, given I have to frequently use the face edit tool to make sure the texture scale remains consistent. Otherwise, I've generally liked what I've seen so far with Hammer++.

    Try toggling the "<tl>" button in the top, same as regular hammer Id guess


  • sn0wsh00
    • March 21, 2022 at 10:54 PM
    • #9
    Quote from Evert

    15 hours ago, Evert said: Try toggling the "<tl>" button in the top, same as regular hammer Id guess

    Thanks, disabling scaling texture lock worked! In fact, I wished I had known about texture lock in general, given that some of my maps have brushes rotated at non-90 degree angles. I guess even after all these years I'm still a noob at Hammer.

  • Geno
    • March 22, 2022 at 2:23 AM
    • #10

    Overall I really like Hammer++. I am still getting used to it. The 2 features that I miss in Hammer++ is "Show used assets only" filter and the number of times you've used a model on model browser. These 2 things helped me quickly find the assets that I have been using in the level.

  • Dabu
    • March 22, 2022 at 4:58 PM
    • #11
    Quote from GenoCide

    14 hours ago, GenoCide said: Overall I really like Hammer++. I am still getting used to it. The 2 features that I miss in Hammer++ is "Show used assets only" filter and the number of times you've used a model on model browser. These 2 things helped me quickly find the assets that I have been using in the level.

    The new view model in Hammer ++ design it's awesome, Hammer ++ feel like a modern version of Worldcraft (of what we now called Hammer), would be nice if a support for Portal 2 or Goldsrc [HL1] would be also amazing. I didn't liked the view in the original Hammer cause you can't see huge building props which it bother me but with Hammer++ it is more amazing original Hammer is also amazing thought.

  • Dabu
    • April 21, 2022 at 5:35 AM
    • #12

    What's everyone thought on "vanilla hammer>>> hammer++" debate?

  • sn0wsh00
    • April 25, 2022 at 11:48 PM
    • #13
    Quote from Poofoge

    On 4/21/2022 at 12:35 AM, Poofoge said: What's everyone thought on "vanilla hammer>>> hammer++" debate?

    There's a debate? Why would anyone prefer vanilla Hammer over Hammer++?

  • Dabu
    • April 27, 2022 at 2:01 AM
    • #14
    Quote from sn0wsh00

    On 4/25/2022 at 3:48 PM, sn0wsh00 said: There's a debate? Why would anyone prefer vanilla Hammer over Hammer++?

    yeah there is one like from last year

  • Serialmapper
    • June 24, 2022 at 3:00 PM
    • #15

    Hammer++ doesn't want to load/open after the last csgo update, at least so it seems. I made a clean reinstall, checked the integrity of the game and sdk files, but still nothing happens.

    Do you guys encountered the same issue or i'm the only sucker?

  • MadsenFK
    • June 24, 2022 at 3:24 PM
    • #16
    Quote from Serialmapper

    23 minutes ago, Serialmapper said: Hammer++ doesn't want to load/open after the last csgo update, at least so it seems. I made a clean reinstall, checked the integrity of the game and sdk files, but still nothing happens.

    Do you guys encountered the same issue or i'm the only sucker?

  • Serialmapper
    • June 26, 2022 at 9:44 PM
    • #17

    They updated Hammer, the CSGO problem was fixed.

    But a new bug appeared. The shaded textured polygons is broken (screenshot 1)

    [Blocked Image: https://i.imgur.com/2XoAcsW.png]

    versus textured only (screenshot 2)

    [Blocked Image: https://i.imgur.com/NTAmVt1.png]

  • Dabu
    • June 29, 2022 at 4:47 AM
    • #18

    I wish hammer++ would return some entities such as path_train, func_dustcloud etc.


    These are like one of the classic entities in the engine itself they always looked cool so I wonder if they're going to consider it in the future maybe.

  • That50'sGuy
    • October 1, 2022 at 5:48 AM
    • #19

    Being able to see the rough lighting and particles in the editor is amazing! It finally feels like I'm using a (Somewhat) modern editor!

    And being able to see the 3D Skybox in it as well is mind-blowing!

    Though I still have no idea why sometimes my displacements turn blue at certain angles in the editor.

  • blackdog
    • October 6, 2022 at 8:00 PM
    • #20
    Quote from Dabu

    On 6/29/2022 at 4:47 AM, Dabu said: I wish hammer++ would return some entities such as path_train, func_dustcloud etc.


    These are like one of the classic entities in the engine itself they always looked cool so I wonder if they're going to consider it in the future maybe.

    How are they not in there?

    Entities should be controlled by the FGD, should have nothing to do with the editor. Once it can edit one entity it should read them all.

    Or you mean see them functional?

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