New to Mapping

GoldenMech

L1: Registered
Aug 14, 2010
3
0
Hi! I'm relatively new to Hammer and I have a few questions. Several people recommended I take a look at this site.

1. Skyboxes are REALLY confusing me, I made one but it looked off so I want to know how to do it the right way.
2. How do you make stairs? Is it just cubes stacked on each other or is there an easier way?
3. Water (as in deep water you can swim in). My friend who is really good with Hammer can't even figure out how to make it. So how?
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
1. I don't understand what you mean by "off". The skybox appears wherever you have the skybox tool texture in hammer.
2. Unfortunately, stairs are only made by a series of brushes with differing heights. That's the best way to do it anyway because you'll always get the best results.
3. Water is done by placing a nodraw brush where you want it and texturing the top face of the brush with a water texture.
 

Nimelrian

L2: Junior Member
Jun 13, 2010
64
6
1. Create a block with the toolsskybox-texture around your map. Select it, click tools->Make Hollow and enter (for example) 32 to make it a cube which is visible from the inside. Now go to Map->Properties and set the skybox-texture you want.

If you want to create a 3D Skybox, look over here http://developer.valvesoftware.com/wiki/3D_Skybox#Construction_of_3D_skyboxes

2. Yep, just stack blocks up. Valve used a 2/3 ratio, so 2 in length, 3 in height (you can multiplicate this values, but keep the ratio).

3. http://developer.valvesoftware.com/wiki/Adding_Water#Construction
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
1. Create a block with the toolsskybox-texture around your map. Select it, click tools->Make Hollow and enter (for example) 32 to make it a cube which is visible from the inside. Now go to Map->Properties and set the skybox-texture you want.

No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. Never do this.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
#3 Don't forget to make a cubemap 16 units above the water surface somewhere, and link it to the water's face.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
The vmf should save in steamapps\*username*\sourcesdk_content\tf\

When you compile, it will make the bsp file in that folder AND your game golder. In case you don't know where that is,
steamapps\*username*\team fortress 2\tf\
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Because then everything on the map will be rendered ALL the time.
Seal it properly by making the skybox walls and skybox ceiling to fit.

Also horribly long compile times.
Also also, it means you can't find when you have a leak - which you need to know so that you can properly fix your map.
 

Nimelrian

L2: Junior Member
Jun 13, 2010
64
6
kk, I never found any tutorial to skyboxes and a friend told me, for the beginning of mapping, hollowed skyboxes are the best option, as the geometry of the map changes during the process again and again.
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
Also also, it means you can't find when you have a leak - which you need to know so that you can properly fix your map.

Except if you have a giant hollow box around your map, you won't have any void based leaks. Areaportals will still leak fine. Unless you're talking about having a hollow skybox cube around your map as well as the better optimised, snug skyboxes.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
145
Areaportals will still leak fine.


eh... okayyy. They don't affect the water though? Does vis compile when areaportals leak?

edit: though I guess whatever the answer, you will get the point file :p


you win!



later edit: okay I think what maybe I was trying to say is that you shouldn't just box up your level in a skybox to avoid leaks, you should learn to fix them. At least that's what I want to say now ;D
 
Last edited:

Vincent

&#128296 Grandmaster Lizard Wizard Jedi &#128296
aa
Sep 5, 2009
912
684
No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. No. Never do this.

If you're just play testing it's not that big of an issue. When you're doing a release then yeah, don't do this.
 

Draco18s

L9: Fashionable Member
Sep 19, 2009
622
136
Wait. Why?

The biggest problem with what you said to do was, was to texture the inside of the cube with the desired skybox texture which is blatantly wrong. That's why there's a field Map -> Properties for the desired sky. And a blue skybox texture.
 

Nimelrian

L2: Junior Member
Jun 13, 2010
64
6
The biggest problem with what you said to do was, was to texture the inside of the cube with the desired skybox texture which is blatantly wrong. That's why there's a field Map -> Properties for the desired sky. And a blue skybox texture.

No no no, read carefully

1. Create a block with the toolsskybox-texture around your map. Select it, click tools->Make Hollow and enter (for example) 32 to make it a cube which is visible from the inside. Now go to Map->Properties and set the skybox-texture you want.