Slammin' source tools V2 - hammer

Slammin' source tools V2 - hammer 01

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,331
989
Slammin' source tools V2 - hammer - Slartibarty's Slammin' Source Tools, updated to work with tf2

Some of you will have heard of the Slammin' Source Tools from a facepunch thread. You can read up on all the improvements it has over the stock hammer editor or compiling tools under this link.
A drawback of the tools was that they wouldn't work for tf2 without installing the Source SDK base 2013 Multiplayer tools - this patch remedies that, and you can now use the tools as-is with tf2 - no external source downloads required.

This method override no files in the tf2 directories, and you can choose to use only the hammer or the compile tools based on preferences. I would recommend using this patched hammer, alongside stock VBSP, VVIS, and VRAD (or the patched VRAD for faster compiles) especially if mapping to get something ingame, as the raised limits will not be applicable to valve's compile of your VMF.

Slammin' compilers: https://tf2maps.net/downloads/slammin-source-tools-v2-compilers.9287/
VRAD patch: https://tf2maps.net/downloads/vrad-patch.9288/

Improvements to the tools over the normal Slammin' Source Tools:
*No external SDK download needed - you just drag and drop the files into your Team Fortress 2 install, set up a shortcut, and you can start using them straight away
*Displacement blend previews
*Lightmap view patches: now coloured lightmaps have been restored (broken in quite a few source versions) - yellow means greater density of luxels than default, blue means less dense than normal

Install instructions:
*Move the contents of the /bin/ folder to /Team Fortress 2/bin/, and the shader folder to /Team Fortress 2/tf/, or merge the .zip's contents with the /Team Fortress 2/ folder
**Your paths should be /Team Fortress 2/tf/shaders/, and /Team Fortress 2/bin/hammer_slammin.exe after this
*Create a shortcut for hammer_slammin.exe, enter the shortcut's properties and edit the Target box to have <existing parameter> -game <directory your hl2.exe is in>. An example of what this will look like afterwards is "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\hammer_slammin.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2". Do the same with your steam shortcut's properties if launching from there
*Launch hammer from this shortcut

Note: You MUST launch hammer from the shortcut, otherwise textures will be missing

Full credits to Ficool2 for this patch, and slartibarty for the original Slammin' Source Tools.

Worldvertextransition comparisons:
*Stock hammer:
upload_2020-4-16_13-24-8.png

upload_2020-4-16_13-25-57.png


*Patched hammer:
upload_2020-4-16_13-22-38.png

upload_2020-4-16_13-25-43.png


Updated lightmapping:
unknown.png
 
Last edited:

Cynder loves Portal

L420: High Member
Jan 9, 2016
434
103
The error I keep getting is to do with "tier0.dll".

It's really annoying.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,331
989
The error I keep getting is to do with "tier0.dll".

It's really annoying.

Did you install every file provided? ties0.dll (used by the hammer) is given alongside everything else. If it is all installed properly, are you able to launch stock hammer succesfully or do you also get the same problem
 
Oct 6, 2008
1,965
450
what's the bottom pic?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,331
989
what's the bottom pic?
Lightmap colours have been restored, currently in most source builds they are broken. Yellow means a greater density of luxels than default, blue means less dense than default
 

Cynder loves Portal

L420: High Member
Jan 9, 2016
434
103
I can launch the stock hammer OK. It's slamming hammer I have a problem with.

Everything is installed OK.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Oh dang! I completely missed all this. The screenshots you showed massively undersell what a reworking of everything this is. What the hell did they do, get ahold of a source code leak and mod it?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,331
989
Oh dang! I completely missed all this. The screenshots you showed massively undersell what a reworking of everything this is. What the hell did they do, get ahold of a source code leak and mod it?
As far as I know, this was developed completely legally by slartibarty using a source engine license for the source SDK 2013 base. It's being further developed by ficool2 after slartibarty stopped working on it, implementing various fixes from github/etc and rewriting or adding different things


I can launch the stock hammer OK. It's slamming hammer I have a problem with.

Everything is installed OK.
I'm not sure why you'd get the issue if everything was installed properly and you were launching it correctly, sorry
 

Cynder loves Portal

L420: High Member
Jan 9, 2016
434
103
As far as I know, this was developed completely legally by slartibarty using a source engine license for the source SDK 2013 base. It's being further developed by ficool2 after slartibarty stopped working on it, implementing various fixes from github/etc and rewriting or adding different things



I'm not sure why you'd get the issue if everything was installed properly and you were launching it correctly, sorry


That's OK. Also slammin hammer crashes when. Ioad a hammer map file into it
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Welp, this is in fact failing to render blend materials entirely. Any idea why that might be?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,331
989
Welp, this is in fact failing to render blend materials entirely. Any idea why that might be?
Did you set the -game launch parameter in the shortcut? And did you make sure to put the /shaders/ folder in /tf/? Without it, hammer won't be able to access the modified shaders to override the stock ones with
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Did you set the -game launch parameter in the shortcut?
OK, yep, that did it, although I'm not sure why. You'd think a parameter like that would either be for bypassing the "which game?" popup at the beginning, or be required in order to load anything correctly at all.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Also, funnily enough, now the messages window says
Invalid game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2" specified on the command-line, ignoring.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Also, funnily enough, now the messages window says
It says that on mine too, but that doesn't seem to break anything.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
I just thought it was funny that I had to put that in there for it to work and then it was like "idk what this even is; I'm gonna pretend it's not there"... but it somehow fixed the problem anyway.

On that note, is there someplace I can go to follow the development of this thing now that Facepunch is gone?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,331
989
On that note, is there someplace I can go to follow the development of this thing now that Facepunch is gone?
As far as I know, there's no public development tracker, however ficool is currently working on trying to implement several new features - fixing overlay flickering in shaded textured viewports, a particle effects browser, a keybind editor, an FPS patch (unclamps from 60fps and lots of performance improvements), a proper lighting previewer, and some misc fixes to things with the compile tools (such as fullbright displacements and how advanced lighting options are specified). There's no guarantee that these features will all make it into the next updates but fingers crossed
 
Last edited:

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
As far as I know, there's no public development tracker, however ficool is currently working on trying to implement several new features - fixing overlay flickering in shaded textured viewports, a particle effects browser, a keybind editor, an FPS patch (unclamps from 60fps and lots of performance improvements), a proper lighting previewer, and some misc fixes to things with the compile tools (such as fullbright displacements and how advanced lighting options are specified). There's no guarantee that these features will all make it into the next updates but fingers crossed

fix rope rendering pls

(or at least fix the auto-linking on shift-drag feature so making long ropes isn't painful, the actual rendering being broken isn't that much of a bother IMO)
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,331
989
fix rope rendering pls

(or at least fix the auto-linking on shift-drag feature so making long ropes isn't painful, the actual rendering being broken isn't that much of a bother IMO)
I'll ask him for that, as well as checking path_track linking too