The Big Bad Hammer FAQ

Discussion in 'Tutorials & Resources' started by Berry, Mar 23, 2014.

  1. Berry

    aa Berry if you read this you're a nerd

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    WIP, sorry :(

    This isn't that big yet, but I'm gonna slowly add stuff here until it's a gigantic list that don't get no bigger. Reserved two posts below just in case I run outta space too, that's how big I wanna do this thing.

    Firstly, I wanna suggest if you're trying to make your first test map, use this guide instead. This is for singular things, rather than a whole basic map.

    Contents
    • 1. The Toolbar
    • 2. Rotating Solids
      - Precise Rotating
      - Manual Rotating
    • 3. Rotating Textures
    • 4. The Vertex Tool ("Making Funky Brush Shapes")

    1. The Toolbar
    [​IMG]
    There's a lot of stuff on this toolbar here, and a lot of it isn't even needed, or is made useless by other features of hammer (ie #15)

    2. Rotating Solids

    There're currently two ways to rotate solids. For the purpose of this, I'll refer to them as precise and manual.

    Precise Rotating

    So you made some respawn room or something, or anything like that. You plant down your info_player_teamspawn (spawns players!).. But it faces the wrong way.

    Select what you're gonna be rotating, then hit ctrl+m up in this thing.
    [​IMG]

    Then, this magical window pops up.
    [​IMG]
    This is in degrees, so naturally we wanna put in 90. I'll go over the Scale and Move options later.

    [​IMG]
    Taadaaaaa! Looks like it rotated properly to me. Now, when you spawn you're facing the exit door.

    Alternatively, you can hit alt+enter after selecting what you want, then go to the angles box. It should by default have 0 0 0 in it. The first number is rotation on the X axis, the second the Y axis and the third the Z axis. You could change the second number to 90 and it would have the same effect.

    Manual Rotating
    Firstly, select what you want to rotate. For this example, we're gonna use a crate prop; because that's a perfect example of what you'd use this for (it makes it look more natural than being at a perfect angle). Click the box around what you're rotating (this works fine for brushes too, and many other things I'll just say), and the 8 boxes should change to 4 circles.
    [​IMG]

    Select any of the little circles, and drag them about. It'll rotate it like magic. Let go when you're done.

    [​IMG]

    3. Rotating Textures
    ~FYI~ This isn't for rotating decals. If you wish to rotate decals, use the methods in Section 2.

    Someone came in chat earlier (can't for the life of me remember their name) and asked how to swivvel up these textures. Firstly, you wanna select your brush (although this isn't too necessary, so long as you select the face you wanna rotate once you have the face edit sheet [the crazy colour box window] open). So hit the crazy colour box [open the face edit sheet]
    [​IMG]
    Then you should have something like this:
    [​IMG]
    Change the 0 to a 90, or whatever number you want (this is nice for making slanted computer walls and stuff around stairs and etc. too)

    As with in the previous section, it's in degrees. 90 is a quarter turn, 180 flips it around half a full turn, and 360 returns it to where it started. Decimals and random numbers like 69 will work a-okay here too.

    You might have to slap enter too or click off, but after that, your face should be rotated properly like so:
    [​IMG]

    4. The Vertex Tool ("Making Funky Brush Shapes")
    This has came in handy plenty of times for me. If you want something to be a little less square - maybe you got some ledge where you want the outsides to be a little more inward so there's less weight to be held - then you wanna be using the vertex tool. Select your brush, and get ready for it.. Select the vertex tool!
    [​IMG]
    [​IMG]
    Now we've got some cool things to click. The whites one are seperate corners, the yellow ones move their neighbored corners while still keeping the distance between them the same.
    [​IMG]
    Move 'em here and there, make whatever the fudge shape you wanna make with them. I don't care. Just don't make a penis or something dumb like that.

    ~FYI~ If you slap two corners together, it'll ask you if you wanna merge 'em. That's pretty useful if you wanna make quick wedges (sadly not the food type).
    [​IMG]
    As soon as you're bored of making penis shaped brushes and stuff (even though you'd need a couple cuboid brushes to do that, or you'd have to merge down the corners of a cylinder or something, anyway..) then you click off, and taadaa, should be done just like that. You didn't even need to shout an adult, congrats.
     
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    Last edited: Mar 23, 2014
  2. Berry

    aa Berry if you read this you're a nerd

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  3. Berry

    aa Berry if you read this you're a nerd

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  4. Crash

    aa Crash func_nerd

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    Displacement mask walkable turns displacements yellow where it's too steep to walk up. This is super useful for eliminating any clipping issues in your map.

    Toggle helpers toggles the prop fade radius bubbles, sound range bubbles, etc, as well as origin point spheres. I'm sure there's more than that, too. Helpers are helpful.
     
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  5. Berry

    aa Berry if you read this you're a nerd

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    Thank you for that, I'll change those so that they're right.
     
  6. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    That displacement button with DR is explained on the valve wiki: https://developer.valvesoftware.com/wiki/Hammer_Map_Operations_Toolbar

    It shows the vertices which are merged when sewing displacements but dont have a matching point on the other displacement. And its description should have been 'Displacement Edge Collapse' as the wiki describes.

    And this is how it looks:
    [​IMG]
     
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    Last edited: Mar 23, 2014
  7. henke37

    aa henke37

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    Note that the draw nodraw button is different from the automatic nodraw visgroup. The later operates on solids. Or was it entities/groups? Either way, the toolbar button operates on a per face basis.

    Also, note that the ig button is kinda redundant with the three state selection panel that does the same thing.

    The hide buttons sound very useful, especially with busy maps. I should learn the shortcuts for the quick hiding...

    The non automatic selection can be useful if you need to edit the third dimension of the selection box before selecting. Hit enter to preform the selection.
     
  8. Bludeck

    Bludeck L1: Registered

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    Thanks, I didn't know what some of those toolbar buttons do until I read this.
    Looking forward to see this guide complete.

    *coughcough*cp_amaranth*coughcough*
    [​IMG]
     
  9. Berry

    aa Berry if you read this you're a nerd

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    I don't really know as though I'll ever complete it as such, unless I run out of space in the 3 posts I've got. I'll probably just add a couple things in every day or two until it amounts up big.
     
  10. Bludeck

    Bludeck L1: Registered

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    Hmm, I see...
    Then I'm looking forward to the day when you finally give up and never touch this ever again.
     
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  11. YM

    aa YM LVL100 YM

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    lololololololol you're doing it seriously wrong.
    They temporarily hide stuff.
    Want brush entities on, but have an annoying trigger getting in the way of the one you want to work on? Select it, hide it.
    Want to cordon an area but the box is just the wrong shape and leaves a bunch of extra stuff in? Select it, hide it.

    In order, everything labeled 9 is:
    -Move selected to new visgroup
    -Move unselected to new visgroup
    -Hide selected
    -Hide unselected
    -Unhideall

    Forgivable, but it means you're using hammer 'wrong' too :p
    They're how I get my hammer set up to look beautiful like this:
    [​IMG]
    In the options somewhere you can set Hammer to use indipendant window layouts, that separates the four viewports. Then you can add as many or as few as you like. Once you've arranged them, save the window state :savewinstate:. Then every time you load hammer you'll have to load the window state with :loadwinstate:
     
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  12. Crash

    aa Crash func_nerd

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    I wouldn't say "wrong," just differently. I have a dual monitor setup but prefer to just stretch the standard layout. Works for my purposes, as I'm not constantly working with instances.

    I rarely feel the need to hide anything beyond the basic visgroups.
     
  13. YM

    aa YM LVL100 YM

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    How can you stand such a non-standard 3d viewport aspect ratio?
     
  14. Crash

    aa Crash func_nerd

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  15. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    I have a 16:10 monitor and it shows the 3d map in such small window fine. And size isnt an issue to me aswell since i used to play tf2 on 19:6 monitor with a vertical resolution of 786 before and i even mapped at that time giving a wider view there (although the low resolution wasnt realy ideal).
     
  16. YM

    aa YM LVL100 YM

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    Yeah that's horrible. I could manage about a 10 minutes of that before I'd want to pull hammer back onto one screen to get each view to being a sensible shape.
     
  17. Crash

    aa Crash func_nerd

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    Using it squished to normal rations seem so tiny and limited to me now. Like I'm looking at the map through a cardboard tube.

    Just how I did it starting out and I guess I'm used to it, even though it's abnormal.