Ultimate Mapping Resource Pack

Ultimate Mapping Resource Pack 2014-11-06

Bob Ross

L3: Member
Jun 16, 2009
105
9
this is cool but i loathe the teamspawn model with a passion. any way to get rid of it?
 

Bob Ross

L3: Member
Jun 16, 2009
105
9
nothing personal. it just sort of creeps me out. and i rather like the weird gordon freeman.
 

Westerhound

L5: Dapper Member
Feb 5, 2009
248
104
Coould you put a small skip arrow or comment to the propereties of the Hydro-signs to which point they point by default, or if you chose skip just group to the sign so it would stick :)
 

TheGuardian001

L1: Registered
Aug 11, 2009
1
0
Nicely done. It's nice to have the entities work properly by default, and I like the prefabs (I hate making doors...).

I have one question though. Is there any way to enable afterburn damage on the Ignite damage type?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
Coould you put a small skip arrow or comment to the propereties of the Hydro-signs to which point they point by default, or if you chose skip just group to the sign so it would stick :)
I thought I had a comment on there, I'll make sure to add it now though. For reference until then, the arrow points down the green axis line (the red/green/blue axis marks that show when you select a prop)
I have one question though. Is there any way to enable afterburn damage on the Ignite damage type?
No, most of the damage types are half broken because they weren't really meant to be used on the trigger_hurt, so as it is that's all you get. I am still trying to look into possibilities for full ignition (and extinguishing)
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
Dear sweet mother of God... I haven't even touched hammer in months and now, when I come back to give it a go again, I find this ridiculously incredible and unfathomably righteous resource! A Boojum Snark, I hereby bestow upon you the "this is the best thing I've ever seen on the internet in the history of forever, period" award that I just made up.
 

rimlanin

L1: Registered
Mar 10, 2009
4
0
Hi, im am a mapping noob, i just wanted to ask how do i copy from one map and paste in another, because i see it installs map files rather than prefabs. So how do i do this? :)
 

rimlanin

L1: Registered
Mar 10, 2009
4
0
Hammer is a multi-document program just like Word or Photoshop. Just open the VMF and copy it, switch to your map, paste.

So i can just click copy on it and click paste on my map?

And how do i open two hammer tabs? Or do i open two windows?
 
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Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
So i can just click copy on it and click paste on my map?
And how do i open two hammer tabs? Or do i open two windows?

Hammer's format is to use a window-inside-a-window, an MDI interface. (Yes, grammarians, that's like saying "PIN number".)

Example:
CreateMdi.png


You can open two maps (From File-Open) and have two separate internal windows floating about, both corralled inside the main hammer window and independently maximizable/minimizable/resizable.

An annoyance with how Valve did it: Each sub-window has it's own tool mode (ex. Camera / Select from the far left bar), but it automatically switches when your mouse goes over the respective map window... In a nutshell, I recommend you always have each internal-map-window maximized as big as it goes, and to swap between them use the "Window..." menu at the top.
 
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Dance

L1: Registered
Aug 31, 2009
19
1
Boojum, I would like to say thanks for this awesome pack. It's saved me time and I still have hair on my head.

Thanks
Jake
 

rimlanin

L1: Registered
Mar 10, 2009
4
0
Hammer's format is to use a window-inside-a-window, an MDI interface. (Yes, grammarians, that's like saying "PIN number".)

Example:
CreateMdi.png


You can open two maps (From File-Open) and have two separate internal windows floating about, both corralled inside the main hammer window and independently maximizable/minimizable/resizable.

An annoyance with how Valve did it: Each sub-window has it's own tool mode (ex. Camera / Select from the far left bar), but it automatically switches when your mouse goes over the respective map window... In a nutshell, I recommend you always have each internal-map-window maximized as big as it goes, and to swap between them use the "Window..." menu at the top.

Thank you very much! I did it and now mapping got 10 times easyer. :)
 

Blue552

L3: Member
Sep 16, 2009
137
18
Just starting to move on from L4D maps to TF2 maps, perfect thing to get me started as I don't know my way around all the objective type things.

Thanks heaps dude.

Hey Maybe later you could release a texture library, all the textures are mixed in with other ones and would be real cool if you could have a giant block of just TF2 wood textures, another for metal, ground etc.