Slammin' source tools V2 - hammer 01

Slartibarty's Slammin' Source Tools, updated to work with tf2

  1. DrSquishy

    aa DrSquishy ???

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    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:



    *Patched hammer:



    Updated lightmapping:
    [​IMG]
     
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    Last edited: Apr 16, 2020
  2. Cynder loves Portal

    Cynder loves Portal L7: Fancy Member

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    The error I keep getting is to do with "tier0.dll".

    It's really annoying.
     
  3. DrSquishy

    aa DrSquishy ???

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    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
     
  4. Kill_the_Bug

    aa Kill_the_Bug

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    what's the bottom pic?
     
  5. DrSquishy

    aa DrSquishy ???

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    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
     
  6. Cynder loves Portal

    Cynder loves Portal L7: Fancy Member

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

    Everything is installed OK.
     
  7. Pocket

    aa Pocket Ya like Jazz?

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    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?
     
  8. DrSquishy

    aa DrSquishy ???

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    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
     
  9. Cynder loves Portal

    Cynder loves Portal L7: Fancy Member

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

    aa radarhead Oh?? You're a TF2 mapper? Where's your fursona

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    Double check and make sure you have the shortcuts set up correctly, I know it took me a couple tries to get them to work right
     
  11. Pocket

    aa Pocket Ya like Jazz?

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    Welp, this is in fact failing to render blend materials entirely. Any idea why that might be?
     
  12. DrSquishy

    aa DrSquishy ???

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    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
     
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  13. Pocket

    aa Pocket Ya like Jazz?

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    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.
     
  14. Pocket

    aa Pocket Ya like Jazz?

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    Also, funnily enough, now the messages window says
     
  15. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

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    It says that on mine too, but that doesn't seem to break anything.
     
  16. Pocket

    aa Pocket Ya like Jazz?

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    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?
     
  17. DrSquishy

    aa DrSquishy ???

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    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
     
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    Last edited: Jun 30, 2020
  18. HolySnickerPuffs

    aa HolySnickerPuffs

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    There's a Knockout thread.
     
  19. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

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    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)
     
  20. DrSquishy

    aa DrSquishy ???

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    I'll ask him for that, as well as checking path_track linking too