env_texturetoggle does not let you toggle between VMTs, you can only switch between different frames in a single VMT/VTF.
For something like this, I would recommend material_modify_control, which allows much greater control over materials by letting you manipulate nearly any material variable...
You don't edit the Input tab, the Input tab is simply an unmodifiable view that aggregates information from the Output tabs of other entities. More specifically, the Input tab simply shows what other entities have outputs that send inputs to this entity. To give an entity an input or edit an...
You can't pose models in Hammer, you can only set it to use one of its existing animations. If you wanted a custom pose or animation, you'd have to decompile the model, create a new animation for it consisting of the desired pose, and recompile the model.
If you have compiled your map at all since creating it, you could decompile the last compiled version of it, which will give you an editable VMF based on what the map looked like the last time you compiled it. Depending on how long ago that was, you may or may not have lost a lot of work, but it...
You put the parameters in the wrong place. The -game parameter should be followed by a file path to the TF2 files, but you put the -staticproppolys, -textureshadows, and -staticproplighting parameters between -game and its file path. Try moving those before the -game parameter.
Maybe it's something to do with your graphics configuration? Try running the game with the -autoconfig parameter (after copying your cfg files to a different folder, so you don't lose your current settings).
Are you using skip textures or any other weird tool textures on any sides of the brushes in question?
Try compiling with VVIS. VVIS adds data to the map that VRAD needs to calculate proper lighting, and without it VRAD will generate worse lighting than usual. I would advise running VVIS in Fast...
Hard disagree on this one. Save very often; Ctrl-S is your best friend in any crash-prone program like Hammer. That way, if Hammer crashes, you'll lose very little work and can easily pick up close to where you left off. If you go for long periods without saving, you're just massively increasing...
If anyone's worried, I just had to work through some personal stuff is all. I'm doing fine, and in fact much better now that my college semester has ended and I've had a chance to relax. I'll be back to my normal self soon, and the first thing I wanna do when I get back is finally fix No Man's...
Another busted model. Are these custom assets? If so, are you sure you've installed them correctly?
Also I noticed your BSP has capital letters in it, which can cause unrelated issues on Linux servers. I'd advise making it all-lowercase.
EDIT: Ok, looks like you figured out to delete it while...
Looks like you've got a bad prop that is causing your compile to fail. The hedgerow prop is probably the cause since that's the last thing in the log, if deleting that doesn't work then try deleting the fence prop.
Areaportal leak ! File: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\sourcesdk_content\tf\mapsrc\Maps\pl_upward_f\pl_upward_f1_a6.lin
Brush 16222: areaportal brush doesn't touch two areas
Looks like you have an areaportal leak. Once you fix that, if the compile still takes...
Well if the props are in your 3d skybox, keep in mind that the 3d skybox is (by default) 1/16th the size in-game as it is in Hammer. This also means the position of every track relative to every other track is reduced by 1/16. My guess is that this was caused by the tracks not being in the...
There is no way to obtain a player's username using map logic exclusively. This is the sort of thing that would only be possible with a sourcemod plugin, sadly.
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