Slammin' source tools V2 - hammer 01

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

  1. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

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    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.
     
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  2. Pocket

    aa Pocket Naylte ven, naylte yen.

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    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.
     
  3. DrSquishy

    aa DrSquishy ???

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    I'll ask ficool and see if he'd be up for implementing these, if he's got the time spare
     
  4. Pocket

    aa Pocket Naylte ven, naylte yen.

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    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.
     
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  5. SeVeN7

    SeVeN7 L1: Registered

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  6. DrSquishy

    aa DrSquishy ???

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    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 client side rotation is obsolete now and has been replaced by the accelerate/deccelerate flag on 16 afaik
     
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  7. Hyperion

    aa Hyperion L16: Grid Member

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    For some reason trying to compile does nothing, there is no indication of anything happening
     
  8. DrSquishy

    aa DrSquishy ???

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    that's bizarre, is hammer_run_map_launcher.exe running or is that completely missing from the tasks list?
     
  9. Hyperion

    aa Hyperion L16: Grid Member

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    If you mean hammer_mod_map_launcher.exe, no it does not even flash in Task Manager
     
  10. seth

    aa seth

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  11. DrSquishy

    aa DrSquishy ???

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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)
     
  12. Okxa

    Okxa L1: Registered

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    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.
     
    Last edited: Oct 17, 2020
  13. DrSquishy

    aa DrSquishy ???

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    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.
     
  14. Okxa

    Okxa L1: Registered

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    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.
     
  15. SeVeN7

    SeVeN7 L1: Registered

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    [​IMG]
    hey is there any solution for random frequent crashes?[​IMG] (Ignore the second image)