Bunglo Posted April 14, 2011 Report Posted April 14, 2011 I've been wanting to learn Hammer and get familiar with the source engine for some time now, what would you guys recommend I focus on? Aside from the obvious of learning how the editor works. My goal at the moment is to make basic maps with it and eventually throw my own content in it. I'm comfortable with the UDK and CE2 but as an aspiring environment artist, I've never focused on making maps in them, just getting my art in engine and setting up materials, lighting, etc. Hopefully the question isn't too vague. Perhaps a better way to rephrase it, knowing what you know now, what do you all wish you learned when you first started? Quote
Warby Posted April 14, 2011 Report Posted April 14, 2011 i wished i had understood from the beginning how the entire bsp vis leaf compiling cluster fuck works: http://rvanhoorn.ruhosting.nl/optimizat ... r=visleafs Quote
Sentura Posted April 14, 2011 Report Posted April 14, 2011 i wished i had understood from the beginning how the entire bsp vis leaf compiling cluster fuck works: http://rvanhoorn.ruhosting.nl/optimizat ... r=visleafs i understood that the momemt i saw how spaces were rendered in game... theres that nifty toggle where visleaves will be shown Quote
Campaignjunkie Posted April 14, 2011 Report Posted April 14, 2011 Ctrl + E = center 2D grid views on selected object Ctrl + Shift + E = teleport 3D camera view to selected object Shift = clone object Quote
Minos Posted April 14, 2011 Report Posted April 14, 2011 Ctrl + E = center 2D grid views on selected object Ctrl + Shift + E = teleport 3D camera view to selected object Shift = clone object shift + Z: Maximize/minimize current viewport shift + x: clipping tool shift + v: vertex tool On texture alignment tool: Select a face, hold alt + right click another face: use this to transfer texture UVs from one face to another. Really useful to texture curved things since you don't need to guess the texture angle. Oh and the most important of all: CTRL + S. Use this every 5 seconds if you don't want to become a sad person. Quote
madgernader Posted April 14, 2011 Report Posted April 14, 2011 Shift + S: selection tool Shift + A: Face Edit (Texture alignment tool as called by minos) Shift + B: Block tool So far sounds like shortcuts are good to know Quote
Puddy Posted April 14, 2011 Report Posted April 14, 2011 Oh and the most important of all: CTRL + S. Use this every 5 seconds if you don't want to become a sad person. QFT Quote
dux Posted April 14, 2011 Report Posted April 14, 2011 ctrl + alt + del. Go use something else. Quote
Bunglo Posted April 14, 2011 Author Report Posted April 14, 2011 Thanks everyone, any specifics regarding the more technical aspects such as Warby posted? I don't want to start doing certain things and realize down the road I've been going about it wrong. ctrl + alt + del. Go use something else. Haha, is it that bad? It's not like I've never used the editor before, I just haven't gotten deep into it yet like I want to. Perhaps waiting until Valve releases their updated toolset would be a better option? Quote
dux Posted April 14, 2011 Report Posted April 14, 2011 It's ancient and clunky. Unreal and Radiant are from the future and Hammer is from the past. Quote
the0rthopaedicsurgeon Posted April 15, 2011 Report Posted April 15, 2011 Shift + B: Block tool I literally use this once for every map I make. everything else is a shift+drag copy, and if i need another cube and only have angled brushes, i clip the sides straight. another shortcut i only learned recently which is sometimes useful - hold space and drag to pan the 2d viewports. for years i've been zooming out and back in again to pan around, so that can save some time. Quote
madgernader Posted April 15, 2011 Report Posted April 15, 2011 Shift + B: Block tool I literally use this once for every map I make. everything else is a shift+drag copy, and if i need another cube and only have angled brushes, i clip the sides straight. another shortcut i only learned recently which is sometimes useful - hold space and drag to pan the 2d viewports. for years i've been zooming out and back in again to pan around, so that can save some time. Makes sense, I do the same a lot of the time. Nice find on the 2d view port thing, I also always zoomed in and out with the mouse to move it around never really thought about it. Quote
hessi Posted April 15, 2011 Report Posted April 15, 2011 func_detail the hell out of your map! serious! use them a lot. if you want to cut out a window in a building: make the wall a func_detail. just beause it bares the name detail, doesnt mean you should only use it for small pieces. but remember: func_detail does not block visibility and hence it can reduce can reduce compile time drastically. Quote
Sentura Posted April 15, 2011 Report Posted April 15, 2011 func_detail the hell out of your map! serious! use them a lot. if you want to cut out a window in a building: make the wall a func_detail. just beause it bares the name detail, doesnt mean you should only use it for small pieces. but remember: func_detail does not block visibility and hence it can reduce can reduce compile time drastically. yup. set func_detail as your default entity, then just use ctrl + t to make everything func detail. also ctrl + m is transform modifier, i use this alot. Quote
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