How it works
The program will remove VMF parameters that have default values. When launched, Hammer will fill the missing parameters with default values; nothing changes, hence lossless optimization.
Since saving the file will re-add the default values again, the tool is best used for archival...
So this is the first map that I have gotten to this point and I need some help with optimization as I am new to it. Based on the pictures where should I use things like hint brushes? (note I do have area portals for the main buildings it just isn't showing as I have it turned off in pictures of...
When you're making a texture for TF2, it has to be a .vtf file. The format has a bunch of different options for compression and other data flags. I'm going to quickly explain these settings and when to use them.
DXT1
One of two formats that you're gonna be using the most often. Uses the DXT...
A collection of props, brushes and overlays, which are supposed to be used far away in inacessible areas out of bounds. They have minimal performance impact, perfect for detailing. Everything works in 3D skybox too.
Objects on the gray grid can be placed in your map directly.
Objects on the...
Areaportal do not occlude anything even when the doors are closed. It may be because I placed them next to each other, but the Valve Developer Wiki says nothing about it.
Areaportals in Hammer
Areaportals in game
Areaportal configuration
As a mapper, you should always try to make the map less repetitive. One way of achieving this is by adding texture variants to spice up the layout. However, multiple texture variants can cause your map's file size to increase by a margin. Let's say you have a 512x512 texture that is ~600 KB...
The map in question: https://tf2maps.net/downloads/downstream.15574/
Recently I tested this version of the map and got some complaints related to framerates dropping massively when approaching the central area from spawn. I knew this could become an issue eventually, but I never realised the...
Hi there. I've been developing my first map for about a month now and I still can't seem to really wrap my head around hints. I've watched multiple tutorials but can't seem to really grasp where to use hints besides in indoor areas with corridors. This poses a challenge because my map is...
Hey,
Im trying to learn how to optimize my Maps with Hint/Skip,
So i put alot of Hint/Skip into my current map, similar to how Harvest does it,
But for me it increased like 3000 Numportals, making it 6000 in total, but Harvest only has 2000.
What am i doing wrong?, am i placing them Wrong?
I...
Hello I'm Mouse, I've been mapping for tf2 for over 8 years but have never
completed or released any maps. I'm very talented and I've got a question
for all you passionate and respectable mappers out there regarding optimization.
For the purpose of defining the conditions I will offer a...
So, in my cp_well remake I have a bunch of func_occluders in the middle portion of the map that causes me some problems. It seems like the occluders somehow are merging and creating huge planes that spans nearly the entirety of the map:
All the planes are the same size:
In editor screenshot...
So I was testing out the optimization of my map, when the mat_wireframe command produced this strange effect. I double checked that everything was good on hammer, went back, and still saw the bug. Then I went on an official map (cp_dustbowl), and saw the same thing. If anyone could provide some...
I want to release the dr_doom_finished version of my map but I have problems making hint/skip objects, and all the optimization ways i have tried were failures...
I'm looking for a mapper that can optimize a big map.
Here's the map, if you want to see what it looks like...
If I create a hint brush (skip brush with a hint texture face like in 3kliksphilps video) does it make only the stuff inside the hint brush invisible or everything behind it until a wall? Just a bit confused
So, I understand the whole deal of func_detailing anything that's not intrusive because it complicates the visleaves - but what happens to those brushes during gameplay? Are they visible all the time because they're not getting culled? Or do they still get culled? I'd like to know!
So, I have recently come to learn that the blockbullets texture cuts visgroups. Does the playerclip texture do the same?
I'm also curious as to what other utility textures cut visgroups.
so first of all thanks a lot guys for your feedback support and special thanks to crowbar for giving me a ton of help!
so for the past month or 2 i am working on the aplha version of skyfortress. that map is going pretty good i made a ton of changes thanks to the feedback but there is one thing...
i am looking to improve fps on my map one guy told me and i really appreciate it that my map has low fps (18-20 ) he told me about optimization
i have placed nodraw pretty much everywhere not visible except from ground for obvious reasons
i used func_detail to some buildings on detail and yea...
Hello, I'm going to try and compact three things into this one topic for organization's sake.
*First of all I'm wondering if someone could provide me with the information on how to create a waterfall in hammer.
*Secondly, I was wondering if someone could provide me with a good explanation for...
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