[page=Starting Hammer]
If you already know how to start hammer move on to the next section.
First you'll need Half-Life 2 and Steam installed to use Hammer. After you've done that you need the SDK. Start Steam then open the 'Play Games' menu. Go to the bottom of the list. There should be a 'Source SDK' on the list (it will not appear if HL2 is not installed). Right-click on it and click 'Launch game' button on the drop-down menu. If this is the first time that you have started the SDK, you'll need to download it (it does this automatically. You won't need to download it off of a site). This will take awhile. Once it finshes, you will have the SDK. Now when you launch, it will open a window (after it finshes loading). Here you have a list of most of the tools. Right-click on Hammer (the one at the top) and click 'Launch' on the drop-down menu. Now that you've started Hammer (it may take a second or two to finsh loading)you can start mapping! Please move on to the next section.
[page=Mapping with Hammer]
First things first, click on the 'file' tab at the top bar, then click on new.
Example:
Once you've done that you will have a grid, camera and tools to work with,
Example:
Now you're probably wanting to know what those tools on the side do. Here's a description of each one (note: only the basics of mapping is covered in this tutorial, not all of the tools will be covered, but I hope to cover them in later tutorials). If you get confused later about tools, look back here.
![]()
The Selection Tool:
This is your selection tool. It lets you select brushes and enitiys that are in the map. When something is selected it will have a red-ish tint to verify that you have selected it. You can select multiple things at once by holding Crtl and clicking on the brushes you want.
The Zoom Tool:
A simple tool used to zoom in and out of the grid and view. If you have a mouse wheel you can zoom in and out with that as well.
Camera Tool:
This is the tool for moving around the 'camera' view.
Entity Tool:
The Entity Tool is the one of most important tools in Hammer. It can make lights or even place starting points.
Brush Tool:
The most important tool in Hammer. This will let you create floors, walls, ceilings , catwalks almost anything can be made by using simple brushes. But for the more compelx shapes, you'll need models (I won't cover placing them in this tutorial, but I hope to in the future).
Texture App:
For applying and scaling textures. This is very useful when textures tile badly (see later in this tutorial how it's used).
Apply Texture:
Not to be confused with the Texture App. This will apply the texture currently selected in the texture browser (later this will be covered).
Apply Decal:
Some textures are 'Decals'. For example, if you want a bullet hole in a wall, you get the decal selected in the texture browser (using the texture browser will be covered later). Click on the 'apply decal' button and click on the place you want it to be in the 'camera view'.
Apply Overlay:
A lot like a Decal. But overlays can be morphed and sized. You can place it the same way as you would a decal.
Clipping Tool:
A more complex tool, but it can make amazing results. I will go into this in a later tutorial.
Vertex Tool:
This lets you 'morph' brushes. I will go into this in a later tutorial.
That's it for the main tools. Now let's make something. First, click on the brush tool, drag a box & press enter(the size doesn't matter much. You can change it later if you need). Move the camera so you can see your new brush. It should look something like this:
NOTE: To see textured brushes, go to the top bar. Then View>3D textured polygons.
That brick texture looks pretty ugly. Lets change it. Over on the right-side of the screen you should see this:
Click on 'browse'. A new window has appeared, it's the Texture Browser. Since this is a floor, we're gonna add 'floor' to the filter. You'll come up with a lot of textures. So instead of just floor we'll add 'metal floor' to the filter. This will narrow your search. Double click on the texture to use it. Now to apply it. Click on the brush you want to have the texture, and press the Apply Texture button. Voila! Now we need a ceiling. Hold shift and drag your floor brush (in the 'side' grid) higher, then let go of shift. You now have a ceiling! Now you just need some walls. Drag to make brushes like you did before, but in the 'side' grid make them tall. Then press enter. Repeat this until your map is sealed. Now find a good wall texture (doesn't really matter what you're using). Most likely you'll run into this problem: It tiles horribly! Select the walls and press Shift+A. A new window has appeared! It's the Texture App: Just play around with the scale and shift settings. It might take a while to get it right, but there's no need to hurry so take your time. When you finsh it should look something like this: Doesn't that look a lot better? Your map is almost ready. Now you need to place a starting point so the game knows where you start. Click on the Entity Tool. You won't need to select which entity you want right now. It starts out with a info_player_start entity so all you'll need to do is place the entity. On the grid click on where you want it to be. Here's an example: Press enter and a little green man will appear. Make sure that he's not going through the ground. I recommend making him float a little to be sure. Note that other source games such as Counter-Stirke: Source or Day of Defeat: Source use custom spawn points. Like into_player_terrorist and info_player_counterterrorist. Now for the last thing, you'll want to add some lighting. Click on the entity tool. Over at the right you'll see this From the drop-down list choose light. Place a few like you did with starting point. When you've finshed adding the lights it should look like this: Notice that I'm not placing the light entitiy on the ground, but i'm making them float just a little bit. This makes it a litte less intensely bright making it look a bit better. Now you need to save and compile the map. Press 'file' at the top bar. Then click save Don't put spaces in the file name use _ or just don't use spaces. Now you're to the last part. Click on the 'file' menu again then 'Run Map' a new window will appear: Set everything to 'normal' and turn off 'don't run the game after compiling' if it's on. Press ok. The compile window will appear: Once finshed it will automatically run the game. The final product will look something like this: Congrats! you've made your very first level! it's not that pretty, but this tutorial is not for making the coolest looking map in the world. It's for beginners that want to map but just don't know how. Go to the next page for some handy keyboard tricks.
[page=Keyboard tricks & wrap up]
Here's a list of every keyboard trick out there:
Tools:
Shift+S - Pointer Tool
Shift+G - Magnify Tool Shift+C - Camera Tool Shift+E - Entity Tool Shift+B - Block Tool Shift+A - Texture Application Tool Shift+T - Apply Current Texture Shift+D - Decal Tool Shift+O - Overlay Tool Shift+X - Clipping Tool Shift+V - Vertex Edit Tool
File Operations:
Ctrl+N â Create a new file.
Ctrl+O â Open an existing file. Ctrl+S â Save the current file. Alt+B â Export again. F9 â Run/Compile Map. Ctrl+Shift+S â Open Sound Browser.
Undo/Redo:
Ctrl+Z â Undo.
Ctrl+Y â Redo.
Clipboard/Selection:
Ctrl+C â Copy objects to clipboard (also Ctrl+Insert).
Ctrl+V â Paste objects from clipboard (also Shift+Insert). Ctrl+X â Cut objects to clipboard (also Shift+del). Shift+Q or Esc â Clear current selections. PgUp â Previous selection in 'hit' list. PgDn â Next selection in 'hit' list . Alt+Enter â Open up Object Properties for the currently selected objects.
Grid:
[ â Decrease the size of the grid.
] â Increase the size of the grid. Shift+R â Toggle grid on/off. Shift+W â Toggle snap to grid. P â Toggle 3D grid on and off (with mouse cursor in 3D view). Source 2 Valve
Grouping:
Ctrl+G â Group selected objects.
Ctrl+U â Ungroup selected groups. Ctrl+R â Create prefab with selected objects. Ctrl+T â Tie to entity. Creates an entity with selected objects, or adds objects to an existing entity if one is also selected. Ctrl+W â Toggle Ignore Groups mode to bypass entity and group selection. Ctrl+Shift+W â Move selected solid entities to world.
Carving/Hollowing:
Ctrl+Shift+C - Carve selected objects.
Ctrl+H - Hollow selected objects. Viewports Ctrl+A â Auto-size 4 views to center. Shift+Z â Maximize/restore current viewport. Arrow keys â Nudge the current selection in the current 2D or 3D viewport. Shift+Arrow keys â Clone the current selection and nudge it the current 2D or 3D viewport. F6 â Cycles to the next active viewport. F6 â Cycles to the previous active viewport.
2D Views:
Ctrl+I â Flip selected objects vertically.
Ctrl+L â Flip selected objects horizontally. Ctrl+B â Snap selected objects to grid (based on bounding box). Ctrl+Shift+B â Snap selected objects to grid (individually). Tab â Switch view types (top/side/front). +/- â Zoom in/out (hold Ctrl to synchronize all 2D views). Mouse Wheel â Zoom in/out (hold Ctrl to synchronize all 2D views). 1 to 9 â Preset zoom levels. Space â Hold space and left mouse button to drag view position. Alt â Disable snap to grid while dragging with the mouse. Ctrl+E â Center 2D Views on currently selected objects. Mouse Wheel â Zoom in/out (hold Ctrl to synchronize all 2D views). How To Get Source 2 Hammer 2
3D View:
Space - While holding the spacebar:
Holding the left mouse button allows you to rotate your angle of view in any direction, while the viewing point remains stationary. Holding the right mouse button will allow you to move left, right, up, and down while keeping the viewing angle constant. Space+Shift - While holding the spacebar and Shift: The left mouse button acts the same as above. The right mouse button allows you to move forward and backward, as well as from side to side. Mouse Wheel â Zoom in/out. W â Move camera forward. S â Move camera backward. A â Move camera (strafe) left. D â Move camera (strafe) right. z â Toggles 3D view 'noclip' navigation mode. P â Toggle 3D grid on and off (with mouse cursor in 3D view). O â Display frames per second and yaw/pitch of camera (with mouse cursor in 3D view). 1 â Decrease far clipping plane. 2 â Increase far clipping plane. Ctrl+Shift+E â Center 3D View on selection.
Selection Tool:
Ctrl â Hold Ctrl and click to select multiple objects.
Shift â Hold Shift when rotating to constrain rotation to 15 degrees; hold Shift when moving an object to create a copy (clone) of that object. Left mouse â Click and drag left mouse button to select with a box; press Enter to select objects hitting the box, or press Shift+Enter to select objects only entirely within the box. Esc â Cancel current selection
Camera Tool:
Shift or Alt â Hold Shift or Alt and click and drag left mouse button to create a new camera.
PgUp â Cycle to the previous camera position. PgDn â Cycle to the next camera position. Delete â Delete the current camera position. Ctrl â Hold Ctrl and drag a camera or its point of interest to move both together.
Block Tool:
Left Mouse â Click and drag left mouse to draw a new brush shape.
Enter â Create object drawn with block/entity tool. Esc â Delete object drawn with block/entity tool without creating it. Alt+Shift+C â Insert original prefab.
Texture Application Tool:
Ctrl â Hold Ctrl and click to select multiple faces.
Shift â Hold Shift and click a face to select all faces on the brush. Shift+Ctrl â Hold Shift and Ctrl, click a face to add all faces on the brush to the current selection. Right-click â Apply the current material settings to the face that is clicked. Alt+Right-click â Apply the current material settings to the face that is clicked, with wrapping. Displacement Editing Tool, Select Mode Ctrl â Hold Ctrl and click to select multiple faces. Shift â Hold Shift and click a face to select all faces on the brush. Shift+Ctrl â Hold Shift and Ctrl, click a face to add all faces on the brush to the current selection. Displacement Editing Tool, Paint Geometry Mode Ctrl â Hold Ctrl and click to select multiple faces. Alt â hold Alt and drag to alter the size of the spatial editing brush. Shift â hold Shift and drag a vertex to nudge the vertex along the editing axis. Alt+Right-click â Click any brush or displacement face to make that faceâs normal the current painting axis. Displacement Editing Tool, Paint Alpha mode Ctrl â Hold Ctrl and click to select multiple faces. Shift+Ctrl â Hold Shift and Ctrl, click a face to add all faces on the brush to the current selection.
Overlay Tool:
Shift â Hold Shift and drag a overlay vertex to snap it to another vertex.
Ctrl â hold Ctrl and click to select multiple overlays. Clipper Tool Left mouseâ Click and drag left mouse to create a new clip plane. Shift â Hold Shift and drag with the left mouse button to create a new clip plane without performing the previous clip. Enter â Perform clip Ctrl â hold Ctrl and drag with the left mouse button to move both handles of the clipping plane. O â Toggle clip distance display on and off (with mouse cursor in 2D view). Shift+X â Cycle through clip modes. Vertex Edit Tool Ctrl+F â Split faces (vertex manipulation) â must have two edges or vertices selected. Alt+E â Open Vertex Scaling dialog. Enter â Close Vertex Scaling dialog and perform scale. Shift+V â Cycle vertex/edge display modes.
Miscellaneous:
Shift+L â Toggle Texture lock.
Ctrl+M â Open Transform dialog. Alt+P â Open Check for Problems dialog. Esc â Abort current tool/mouse operation (drag/drop) or clear current selection. Ctrl+Shift+G â Go to Brush Number dialog. Ctrl+Shift+F â Open Find Entities dialog. Ctrl+Shift+R â Open Replace Entities dialog.
Source is a 3D video game engine developed by Valve Corporation. It debuted as the successor to GoldSrc with Counter-Strike: Source in June 2004, followed shortly by Half-Life 2 in November, and has been in active development since. Source does not have a concise version numbering scheme; instead, it is designed in constant incremental updates.[1] The successor, Source 2, was officially announced in March 2015, with the first game to use it being Dota 2, which was ported over from Source later that year.
History[edit]
Source distantly originates from the GoldSrc engine, itself a heavily modified version of John Carmack's Quake engine. Carmack commented on his blog in 2004 that 'there are still bits of early Quake code in Half-Life 2'.[2] Valve employee Erik Johnson explained the engine's nomenclature on the Valve Developer Community:[3]
When we were getting very close to releasing Half-Life (less than a week or so), we found there were already some projects that we needed to start working on, but we couldn't risk checking in code to the shipping version of the game. At that point we forked off the code in VSS to be both
/$Goldsrc and /$Src . Over the next few years, we used these terms internally as 'Goldsource' and 'Source'. At least initially, the Goldsrc branch of code referred to the codebase that was currently released, and Src referred to the next set of more risky technology that we were working on. When it came down to show Half-Life 2 for the first time at E3, it was part of our internal communication to refer to the 'Source' engine vs. the 'Goldsource' engine, and the name stuck.
Source was developed part-by-part from this fork onwards, slowly replacing GoldSrc in Valve's internal projects[4] and, in part, explaining the reasons behind its unusually modular nature. Valve's development of Source since has been a mixture of licensed middleware and in-house-developed code. Among others, Source uses Bink Video for video playback.[5]
Modularity and notable upgrades[edit]
Source was created to evolve incrementally with new technology, as opposed to the backward compatibility-breaking 'version jumps' of its competitors. Different systems within Source are represented by separate modules which can be updated independently. With Steam, Valve can distribute these updates automatically among its many users. In practice, however, there have been occasional breaks in this chain of compatibility. The release of Half-Life 2: Episode One and The Orange Box both introduced new versions of the engine that could not be used to run older games or mods without the developers performing upgrades to code and, in some cases, content.[6] Both cases required markedly less work to update its version than competing engines. This was demonstrated in 2010, when Valve updated all of their core Source games to the latest engine build.[citation needed]
Since Source engine's release in 2004, the following major architectural changes have been made:
Source 2006[edit]
A screenshot of Half-Life 2: Episode One. The high dynamic range rendering and Phong shading effects are evident.
The Source 2006 branch was the term used for Valve's games using technology that culminated with the release of Half-Life 2: Episode One. HDR rendering and color correction were first implemented in 2005 using Day of Defeat: Source, which required the engine's shaders to be rewritten.[7] The former, along with developer commentary tracks, were showcased in Half-Life 2: Lost Coast. Episode One introduced Phong shading and other smaller features. Since the transition to Steam Pipe, this branch was made deprecated and is now used for backward compatibility with older mods.[citation needed]Image-based rendering technology had been in development for Half-Life 2,[8] but was cut from the engine before its release. It was mentioned again by Gabe Newell in 2006 as a piece of technology he would like to add to Source to implement support for much larger scenes that are impossible with strictly polygonal objects.[9]
Source 2007[edit]
The Source 2007 branch represented a full upgrade of the Source engine for the release of The Orange Box. An artist-driven, threaded particle system replaced previously hard-coded effects for all of the games within.[citation needed] An in-process tools framework was created to support it, which also supported the initial builds of Source Filmmaker. In addition, the facial animation system was made hardware-accelerated on modern video cards for 'feature film and broadcast television' quality.[10] The release of The Orange Box on multiple platforms allowed for a large code refactoring, which let the Source engine take advantage of multiple CPU cores.[11] However, support on the PC was experimental and unstable[12] until the release of Left 4 Dead.[13] Multiprocessor support was later backported to Team Fortress 2 and Day of Defeat: Source.[14] Valve created the Xbox 360 release of The Orange Box in-house, and support for the console is fully integrated into the main engine codeline. It includes asset converters, cross-platform play and Xbox Live integration.[15] Program code can be ported from PC to Xbox 360 simply by recompiling it.[16] The PlayStation 3 release was outsourced to Electronic Arts, and was plagued with issues throughout the process. Gabe Newell cited these issues when criticizing the console during the release of The Orange Box.[17]
Left 4 Dead branch[edit]
The Left 4 Dead branch was a complete overhaul of the Source engine through the development of the Left 4 Dead series. Multiprocessor support was further expanded, allowing for features like split screen multiplayer, additional post-processing effects, event scripting with Squirrel, and the highly-dynamic AI Director. The menu interface was re-implemented with a new layout designed to be more console-oriented. This branch later fueled the releases of Alien Swarm and Portal 2, the former released with source code outlining many of the changes made since the branch began. Portal 2, in addition, served as the result of Valve taking the problem of porting to PlayStation 3 in-house, and in combination with Steamworks integration creating what they called 'the best console version of the game'.[18]
OS X, Linux, and Android support[edit]
In April 2010, Valve released all of their major Source games on OS X, coinciding with the release of the Steam client on the same platform. Valve announced that all their future games will be released simultaneously for Windows and Mac.[19][20] The first of Valve's games to support Linux was Team Fortress 2, the port released in October 2012 along with the closed beta of the Linux version of Steam. Both the OS X and Linux ports of the engine take advantage of OpenGL and are powered by SDL.[21] During the process of porting, Valve rearranged most of the games released up to The Orange Box into separate, but parallel 'singleplayer' and 'multiplayer' branches. The game code to these branches was made public to mod developers in 2013, and they serve as the current stable release of Source designated for mods. Support for Valve's internal Steam Pipe distribution system as well as the Oculus Rift are included.[22] In May 2014, Nvidia released ports of Portal and Half-Life 2 to their Tegra 4-based Android handheld game consoleNvidia Shield.[23]
Source 2[edit]
As far back as May 2011, one of Valve's largest projects has been the development of new content authoring tools for Source.[1] These would replace the current outdated tools, allowing content to be created faster and more efficiently. Newell has described the creation of content with the engine's current toolset as 'very painful' and 'sluggish'.[24] Valve officially announced the engine at the Game Developers Conference in March 2015, also stating that it would be free to use for developers, with support for the Vulkan graphical API.[25][26] In addition, Valve confirmed that it would be using a new in-house physics engine named Rubikon.[27] In 2015, Dota 2 was ported over to Source 2 in an update called Dota 2 Reborn, making it the first game to use the engine.[28][29][30] The engine has since been used for Artifact and Dota Underlords, with a version of the engine that runs on Android and iOS devices.[31]
Tools and resources[edit]Source SDK[edit]
The launcher menu for Source SDK
Source SDK is the software development kit for the Source engine, and contains many of the tools used by Valve to develop assets for their games. It comes with several command-line programs designed for special functions within the asset pipeline, as well as a few GUI-based programs designed for handling more complex functions. Source SDK was launched as a free standalone toolset through Steam, and required a Source game to be purchased on the same account. Since the release of Left 4 Dead in late 2008, Valve began releasing 'Authoring Tools' for individual games, which constitute the same programs adapted for each game's engine build. After Team Fortress 2 became free-to-play, Source SDK was effectively made open to all Steam users. When some Source games were updated to Source 2013, the older Source SDKs were phased out. The three applications mentioned below are now included in the install of each game.
There are three applications packaged in the Source SDK: Hammer Editor, Model Viewer, and Face Poser. Hammer Editor, the engine's official level editor, uses rendering and compiling tools included in the SDK to create maps using the binary space partitioning (BSP) method. The tool was originally known as Worldcraft and was developed independently by Ben Morris before Valve acquired it.[32] The Model Viewer is a program that allows users to view models and can be used for a variety of different purposes, including development. Developers may use the program to view models and their corresponding animations, attachment points, bones, and so on. Face Poser is the tool used to access facial animations and choreography systems. This tool allows one to edit facial expressions, gestures and movements for characters, lip sync speech, and sequence expressions and other acting cues and preview what the scene will look like in the game engine.
Source Dedicated Server[edit]
The Source Dedicated Server or SRCDS is a standalone launcher for the Source engine that runs multiplayer game sessions without requiring a client. It can be launched through Windows or Linux, and can allow for custom levels and assets. Most third-party servers additionally run Metamod:Source and SourceMod, which together provide a framework on top of SRCDS for custom modification of gameplay on existing titles.[33][34]
Source Filmmaker[edit]
The Source Filmmaker (SFM) is a video capture and editing application that works from within the Source engine.[35] Developed by Valve, the tool was originally used to create movies for Day of Defeat: Source, but is more associated with Team Fortress 2. Today, it is open for public use and downloadable via the Steam client.
Destinations Workshop Tools[edit]
In June 2016, Valve released the Destinations Workshop Tools, a set of free virtual reality (VR) creation tools running using the Source 2 SDK.[36]
Valve Developer Community[edit]
In June 2005, Valve opened the Valve Developer Community (VDC) wiki.[citation needed] VDC replaced Valve's static Source SDK documentation with a full MediaWiki-powered community site; within a matter of days Valve reported that 'the number of useful articles nearly doubled'. These new articles covered the previously undocumented Counter-Strike: Sourcebot, Valve's non-player character AI, advice for mod teams on setting up source control, and other articles.
Academic papers[edit]
Valve staff occasionally produce professional and/or academic papers for various events and publications, including SIGGRAPH, Game Developer Magazine and Game Developers Conference, explaining various aspects of Source engine's development.[37]
Games[edit]Source[edit]Valve games[edit]
Games by other developers[edit]How To Get Source 2 Hammer In Minecraft
Source 2[edit]
See also[edit]References[edit]
Retrieved from 'https://en.wikipedia.org/w/index.php?title=Source_(game_engine)&oldid=904084599'
Learn to create brand new maps using Valve's official editing tool: Hammer. Enjoy!What's new in Valve Hammer Editor 3.5:
Valve Hammer Editor is the official tool released by Valve which anyone can use for mapping with the Goldsource engine. The engine became popular as it is responsible for games such as Counter-Strike and Half-Life.
With this tool you are able to create .rmf files which can be exported to .map, compiled and then enjoyed in the aforementioned games.
Besides creating maps and scenarios and also will provide easy access to specific Source files like: bsp, vbsp, vvis, and vrad.
Older version of Hammer where known as Worldcraft and supported Quake and Quake II.
Filed underValve Hammer Editor 3.5add to watchlistsend us an update
3 screenshots:
The Valve Hammer Editor (more informally known as Hammer, and previously called Worldcraft) is the official mapping tool for the Goldsource and Source engines (which most newer Valve games run under). It is also included in every game made with Source Engine that is not a mod. In this page, the history of the mapping tool is documented.
Hammer 3.x
Version 3.5
Originally developed with the name The Forge and distributed under the name Worldcraft on the retail Half-Life CD, Valve Hammer Editor 3.x is the official Goldsource mapping tool. The program is available on Steam (Half-Life SDK) and certain other websites.
FGDs
Hammer 4.x
Hammer 4.1
Valve Hammer Editor 4.x, provided as a component of the Source SDK, is the official Source mapping tool. Apart from the construction of level architecture, Valve Hammer Editor 4.x is also heavily involved with creating level events and scripting.
FGDs
See alsoExternal links
Retrieved from 'https://developer.valvesoftware.com/w/index.php?title=Valve_Hammer_Editor&oldid=219245'
Comments are closed.
|
Details
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |