Slammin' source tools V2 - hammer

Slammin' source tools V2 - hammer 01

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Auto-linking works fine with path_track (as well as path_corner), it's just keyframe_rope and move_rope that are missing that functionality.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
fixing overlay flickering in shaded textured viewports
Ooh, that sounds really nice. Didn't we have a thread at one point called "Hammer wishlist" or something? I seem to recall some pretty good suggestions came out of that, but I don't remember any of them.

Three things I would like, though, would be (1) a fix for overlays not updating when you change their UV coordinates and sometimes their associated faces, (2) an option to increase the length of the recent-files list, and (3) the face edit window not losing focus when I stop hovering over it.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,331
989
I'll ask ficool and see if he'd be up for implementing these, if he's got the time spare
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
By the way, this works wonders for rapid-prototyping custom blend materials and textures. Just tab back into Hammer when you've saved your changes and it auto-refreshes. Crazy to think Valve ever got by without it.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,331
989
Missing client side rotation spawnflag for func_rotating https://prnt.sc/uk5z3n
flags are defined in the FGD, not in hammer. client side rotation is obsolete now and has been replaced by the accelerate/deccelerate flag on 16 afaik
 

Hyperion

L16: Grid Member
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Jun 8, 2015
840
659
For some reason trying to compile does nothing, there is no indication of anything happening
 

DrSquishy

we've all had better times to die
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Feb 10, 2017
1,331
989
For some reason trying to compile does nothing, there is no indication of anything happening
that's bizarre, is hammer_run_map_launcher.exe running or is that completely missing from the tasks list?
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
that's bizarre, is hammer_run_map_launcher.exe running or is that completely missing from the tasks list?
If you mean hammer_mod_map_launcher.exe, no it does not even flash in Task Manager
 

DrSquishy

we've all had better times to die
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Feb 10, 2017
1,331
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Yeah, if the built in compiler isn't working for whatever reason, compilepal may be a better option.
Waiting for ficool2's hammer++ to be released might also be a good call if you want to use the built-in compiler, a beta build may be released in the coming weeks and that'll be actively maintained (this hammer is somewhat of a mirror of the original download, with minor patches)
 

Okxa

L1: Registered
Oct 17, 2020
3
0
I tested this with garrys mod (as you said on knockout it might work) and it seems that the shaders are messing with the game itself, as I get the following message on game start up:

"Game shader 'game_shader_dx9.dll' trying to override a base shader ''WorldVertexTransition"

I guess it is not alloved to replace shaders? https://github.com/ValveSoftware/source-sdk-2013/issues/144

EDIT:

Well, the game launches if I delete the included game_shader_dx9.dll from "GarrysMod/bin", however if that then prevents the Slammin Hammer from working ilike intended, idk.
 
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DrSquishy

we've all had better times to die
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Feb 10, 2017
1,331
989

If the shader replacement is causing issues, give the knockout page's slammin' hammer a go. it's a different build which doesn't have the shader overriding, but it still has the other benefits of this custom build of hammer (eg greatly reduced crashing)
As for the issues you were having with the compilers as well, I don't think the slammin' tools were designed to work with gmod at all so you will get some weird issues.
 

Okxa

L1: Registered
Oct 17, 2020
3
0
If the shader replacement is causing issues, give the knockout page's slammin' hammer a go.

Slartibartys build?

With garrys mod specifically there is some issues with that. As it only works with SDK 2013 and therefore uses SDK 2013 dlls, it cannot read Portal 2 and newer .vtf files (v7.4 vs v7.5), unlike garrys mod which has the vtf.dll updated.

I though about running the patched hammer from GarrysMod/bin, but of course it does not even start.

Your build did start when ran from GarrysMod/bin, but it did not find the editor materials (I got that 4 axis grid thing in each viewport, usually solved by having hl2 mats etc in gameinfo.txt), but when ran from SDK 2013 it worked just like slartibartys build. But then again there are the above limitations.

(And both slammin hammers crash now when opening model browser ¯\_(ツ)_/¯)

Anyways, it was worth a try, but can't have everything I suppose.
 

SeVeN7

L1: Registered
Jan 30, 2019
3
0
0zKHPGz.png

hey is there any solution for random frequent crashes?
vfscp1
(Ignore the second image)
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Another feature I just realized we're still missing is preview support for tinted textures. The viewport displays them correctly, but the material browser doesn't.
 

DrSquishy

we've all had better times to die
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Feb 10, 2017
1,331
989
Another feature I just realized we're still missing is preview support for tinted textures. The viewport displays them correctly, but the material browser doesn't.

for any improvements or issues related to this hammer, it's probably easier to wait for ficool2's hammer++ release - if he still hasn't set up something that you think would be useful for h++, it might be worth asking him directly about how feasable it would be to implement
 

mitgobla

L1: Registered
Dec 15, 2020
4
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Hi, this has been great. However, I've noticed Radius Culling is missing, there is no button and no key combination works to toggle it.
My 2D view looks like a spaghetti mess so not having radius culling is making it hard to edit.
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
649
1,198
Hi, this has been great. However, I've noticed Radius Culling is missing, there is no button and no key combination works to toggle it.
My 2D view looks like a spaghetti mess so not having radius culling is making it hard to edit.
This was purposefully removed in Slammin's hammer, use cordon boxes instead.
 

mitgobla

L1: Registered
Dec 15, 2020
4
0
This was purposefully removed in Slammin's hammer, use cordon boxes instead.

Cordon boxes are for compiling certain sections of the map. That's not what I am looking for - I am looking to reduce what I see in my 2D view to a certain radius so I can actually see what I am scaling, etc. and not have brushes from many units away also be visible. The 2D view is slow also with my map, so having radius culling made it easier to edit and navigate during editing.