http://developer.valvesoftware.com/w/index.php?title=Hammer_Editor_Documentation
http://gamewag.com/hl2.html - loads of references but some broken links
http://www.fpsbanana.com/tuts/3368 - good videos
http://www.cstrike-planet.com/tutorials - good starting level tutorials
cheers doc:)
http://www.fpsbanana.com/prefabs/games/2 - download custom prefabs
http://www.fpsbanana.com/skincats/82 - download custom map props/decals
Once you have downloaded Source SDK through steam do the following. Right click on Source SDK. Select properties and then select launch properties. Enter the following line.
-engine ep1
Launch Source SDK. A new window will appear. Set "Current game" to Counter Strike: Source by using the drop down menu.
Launch Hammer and the settings for CSS will be automatically selected.
The snarkpit (http://www.snarkpit.net/editing.php?page=tutorials&game=HL2) is a site that I can strongly recommend that has loads of useful tutorials regarding mapping. One problem is the amount of time it will take to add all the cool things that you want in your map ...
This Tutorial (http://www.halfwit-2.com/?page=tutorials&id=103) explains how to use the cordon tools. It is really useful if you've just started mapping and/or are trying to find an error in your map that stops it compiling properly.
twhl (http://www.twhl.co.za) isnt that bad either.
usally fast response when u post ur problem etc^^
Quote from: Snusmumrikken;220646twhl (http://www.twhl.co.za) isnt that bad either.
usally fast response when u post ur problem etc^^
But that is for Worldcraft right? HL1.
To speed up the build process the maps can be compiled from the command line: Tutorial (http://www.fpsbanana.com/tuts/1728)
If you want to include non-standard textures/models/sounds in the bsp file to save having to include them in a zip file, you should read this (http://www.fpsbanana.com/tuts/3552).
If you don't you will only have access to the Orange box.
Thanks sadako, I had no idea why it wasn't working!
When working in Hammer it is really easy to make everything way to big. I know from experience ... :doh:
Here are some good numbers to remember to get the scale right.
A player is 72 units tall and 32 wide (both standing and crouching) and 44 units tall when crouched.
The tallest object that the player can jump onto is 45 units high. With crouch-jumping, a player can get on top of something that is 60 units tall.
The maximum distance between two objects of the same height, while still allowing the player to jump from one object to the other:
- crouched: 99
- walking: 109
- with a running start: 239
A player can fall a maximum of 218 units without suffering damage to his health. Anything higher will start to reduce the health of the player.
"Standard" sizes:
Door frame: 96 units tall and 64 units wide
Window frame:32 units above floor 64 units tall which means that the top of the window will be at 96 units i.e. same as top of door.
Wall: 128 or 112 units tall, depending on whether it's a large or small room
Stair steps: 8 units high and 16 units deep, the width may vary
Quote from: Dr Sadako;223011When working in Hammer it is really easy to make everything way to big. I know from experience ... :doh:
Honey i shrunk the (C)T's! Hehe, there could be a good map in that idea :roflmao:
Thanks Doc, I too learned from my mistakes. :)
Quote from: Bastet;223030Honey i shrunk the (C)T's! Hehe, there could be a good map in that idea :roflmao:
There allready is. de_rats and so. Oldschool though but was allways funny. Gaming like you're thie size of a mouse. Maps, really large.
Cheers for giving the intell Mats. I still haven't tryed mapping yet though...
Quote from: Dr Sadako;223011"Standard" sizes:
Door frame: 96 units tall and 64 units wide
Window frame:32 units above floor 64 units tall which means that the top of the window will be at 96 units i.e. same as top of door.
Wall: 128 or 112 units tall, depending on whether it's a large or small room
Stair steps: 8 units high and 16 units deep, the width may vary
Do you work for my local Building Control dept?
Quote from: DuVeL;223086There allready is. de_rats and so. Oldschool though but was allways funny. Gaming like you're thie size of a mouse. Maps, really large.
Cheers for giving the intell Mats. I still haven't tryed mapping yet though...
finish the rl house, then remake it in source, i'd love to blow it up :flirty:
Well i realy don't understand anything of map making:narnar:
So GOOD LUCK Whitey and Dr Sadako whit your maps.
And the other people who make maps.
Also worth noting that if your building anything for your maps in 3ds Max, then 1 Max unit = 1 Hammer Unit.
http://www.fpsbanana.com/tuts/2182
http://www.fpsbanana.com/tuts/2364
Quote from: Dr Sadako;231778http://www.fpsbanana.com/tuts/2364
Cheers Doc. :)
Quote from: Dr Sadako;231547http://www.fpsbanana.com/tuts/2182
Followed this tutorial and then I played around a bit in hammer with this result:
(http://www.lugnagatan.net/mats/cave1.jpg)
(http://www.lugnagatan.net/mats/cave3.jpg)
(http://www.lugnagatan.net/mats/cave2.jpg)
http://www.valve-erc.com/srcsdk/Levels/displacements.html
Good guide on what is possible and not. How to fit, cut, stitch etc
http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=112
Beginners tutorial
http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=113
Alpha masking
http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=123
Subdivide tool
env_cubemaps - how to use them and why.
http://www.fpsbanana.com/tuts/2001