A bunch of stuff to help you map efficiently.
What? Forever? I'm fast. I drop all my mapping projects to work on getting the updates out for you
I'm just kidding. It's a parody of some thread I saw on the steam forums.
Thanks for giving us the mapping support Valve won't. It's really appreciated.
this is cool but i loathe the teamspawn model with a passion. any way to get rid of it?
anything in particular you hate about it?
But if you must, find open sourcesdk\bin\orangebox\bin\tf-abs.fgd and change this part.
(note, the model name there has changed since I took the picture, just search for info_player_teamspawn)
nothing personal. it just sort of creeps me out. and i rather like the weird gordon freeman.
Can I request an icon for logic_branch_listener?
Coould you put a small skip arrow or comment to the propereties of the Hydro-signs to which point they point by default, or if you chose skip just group to the sign so it would stick
Nicely done. It's nice to have the entities work properly by default, and I like the prefabs (I hate making doors...).
I have one question though. Is there any way to enable afterburn damage on the Ignite damage type?
I thought I had a comment on there, I'll make sure to add it now though. For reference until then, the arrow points down the green axis line (the red/green/blue axis marks that show when you select a prop)
No, most of the damage types are half broken because they weren't really meant to be used on the trigger_hurt, so as it is that's all you get. I am still trying to look into possibilities for full ignition (and extinguishing)
Dear sweet mother of God... I haven't even touched hammer in months and now, when I come back to give it a go again, I find this ridiculously incredible and unfathomably righteous resource! A Boojum Snark, I hereby bestow upon you the "this is the best thing I've ever seen on the internet in the history of forever, period" award that I just made up.
Shipped an update. Adds in all the recent I/O additions valve has made along with a few fixes. As usual see first post for details.
Hi, im am a mapping noob, i just wanted to ask how do i copy from one map and paste in another, because i see it installs map files rather than prefabs. So how do i do this?
Hammer is a multi-document program just like Word or Photoshop. Just open the VMF and copy it, switch to your map, paste.
So i can just click copy on it and click paste on my map?
And how do i open two hammer tabs? Or do i open two windows?
Hammer's format is to use a window-inside-a-window, an MDI interface. (Yes, grammarians, that's like saying "PIN number".)
You can open two maps (From File-Open) and have two separate internal windows floating about, both corralled inside the main hammer window and independently maximizable/minimizable/resizable.
An annoyance with how Valve did it: Each sub-window has it's own tool mode (ex. Camera / Select from the far left bar), but it automatically switches when your mouse goes over the respective map window... In a nutshell, I recommend you always have each internal-map-window maximized as big as it goes, and to swap between them use the "Window..." menu at the top.
What he said, but Ctrl+Tab also works for switching between documents (as it does in all other programs like that).
Boojum, I would like to say thanks for this awesome pack. It's saved me time and I still have hair on my head.
Thank you very much! I did it and now mapping got 10 times easyer.
Just starting to move on from L4D maps to TF2 maps, perfect thing to get me started as I don't know my way around all the objective type things.
Thanks heaps dude.
Hey Maybe later you could release a texture library, all the textures are mixed in with other ones and would be real cool if you could have a giant block of just TF2 wood textures, another for metal, ground etc.
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