Newbie needs your help

lolcrit

L1: Registered
Nov 7, 2009
6
0
Hi!

I've started to fool around with Hammer making my way around. I do have some questions though.

How do you test your map? When I compile the map, Hammer tries to start a new instance of TF2 to test it. How can I set Hammer up not to start TF2 when done compiling and how can I restart my map from TF2 (that is always on) to test it?

I've noticed that when I have one block inside the other and their faces touch I can see textures ripping one through another - for example a door sliding into a wall remains partially visible. What is a good practice here? Best I've come up with using no draw textures, making doors larger than the opening and liberal use of door frames. I'm sure there is a better way.

Speaking of doors, I find "open on touch" lacking and I want to have a trigger area around the door which opens the door when a player enters it. How do I do that?
I've searched around but couldn't find any tutorials about triggers in general and differences between them. If you could post me a link I'd be most grateful.

When making beams in walls and door frames (doorjambs) should I make a block with that invisible and impassable texture to smooth out walls to prevent players from getting stuck? It seems like a huge time-waster, when in map development do you want to do this (if at all)?

Thanks!
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
1.Tick the don't run on compile box
2.Use the mapping resource pack xD
3.Do 2 or just tell the trigger to open-on touch
4.For players getting stuck use playerclips
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
Hi!

I've started to fool around with Hammer making my way around. I do have some questions though.

How do you test your map? When I compile the map, Hammer tries to start a new instance of TF2 to test it. How can I set Hammer up not to start TF2 when done compiling and how can I restart my map from TF2 (that is always on) to test it?
just click the don't run option in the compile menu
I've noticed that when I have one block inside the other and their faces touch I can see textures ripping one through another - for example a door sliding into a wall remains partially visible. What is a good practice here? Best I've come up with using no draw textures, making doors larger than the opening and liberal use of door frames. I'm sure there is a better way.
make the door slightly smaller and set the 'lip' to -1
Speaking of doors, I find "open on touch" lacking and I want to have a trigger area around the door which opens the door when a player enters it. How do I do that?
I've searched around but couldn't find any tutorials about triggers in general and differences between them. If you could post me a link I'd be most grateful.
A trigger_multiple -> OnStartTouchAll, door, open and OnEndTouchAll, door, close
When making beams in walls and door frames (doorjambs) should I make a block with that invisible and impassable texture to smooth out walls to prevent players from getting stuck? It seems like a huge time-waster, when in map development do you want to do this (if at all)?
Playerclip at 45 degree agles so you move past them smoothly
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
Hi!

I've started to fool around with Hammer making my way around. I do have some questions though.

How do you test your map? When I compile the map, Hammer tries to start a new instance of TF2 to test it. How can I set Hammer up not to start TF2 when done compiling and how can I restart my map from TF2 (that is always on) to test it?

When you are ready to compile, there should be a checkbox you can toggle if you want to run tf2 or not.

I've noticed that when I have one block inside the other and their faces touch I can see textures ripping one through another - for example a door sliding into a wall remains partially visible. What is a good practice here? Best I've come up with using no draw textures, making doors larger than the opening and liberal use of door frames. I'm sure there is a better way.

It's called Z-fighting, and in general you want the the smaller brush (door) go inside the larger brush (wall), thus hiding it.

Speaking of doors, I find "open on touch" lacking and I want to have a trigger area around the door which opens the door when a player enters it. How do I do that?
I've searched around but couldn't find any tutorials about triggers in general and differences between them. If you could post me a link I'd be most grateful.

here's a tutorial from 2007 (!) explaining door triggers [ame="http://forums.tf2maps.net/showthread.php?t=198"][TUTORIAL] A Beginner's Guide:The Spawn Room - TF2Maps.net[/ame]

When making beams in walls and door frames (doorjambs) should I make a block with that invisible and impassable texture to smooth out walls to prevent players from getting stuck? It seems like a huge time-waster, when in map development do you want to do this (if at all)?

Thanks!

There are special tooltextures for that, 'playerclip' and 'clip'.

Another tip: open up the valve maps that are now available! Checking out how they made their doors and such is often the quickest way to get answers to questions like these!