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File: FuckyouHAMMER - Copy.png (93 KB, 490x316)
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A thread about the most beautiful game engine editor in history.

What are you working on anon?
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>>874222
That's not Trenchbroom
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>>874222
Once u learn how to use other 3d softwares, hammer becomes a liability.
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The last time I used hammer was in 2006
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I had to stop using hammer when it crashed while making a L4D map 5 times in under an hour.

Source 2 Hammer looks solid but Valve are assholes. The fact that Garry has put more development into it in the last year and a half than they did really pisses me off honestly.

S&Box will be the closest thing we get to an sdk from a 3rd party. Bleh
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>>874222
GTK Radiant >>> Hammer
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>>874222
FINALLY A GOOD THREAD

im really excited to talk about this with people who know about 3d and hammer
Ive recently combined a few maps ive made in 2 totally different configurations

those maps being
My high-school, Spudshed (retarded grocery store in western australia), my gym (REVO master race), UWA library, a house i lived in with my mates in hellbourne (Melbourne), my mates apartment and his mums house (KEK fuck lol), my other mates house and my office oh and another one of my mates houses lol

currently working on my parents house and the zone 3 north-bridge (darkzone in perth city)

if u know all these places and a 3d artist in perth u probably can figure out who the author is lolololol

if anyone wants i can upload the files lol fuckin based hammer bros, chads

i gave a talk at a uni and used hammer as an example of a skill that is not directly employable as a good look for if your trying to get a job in games as a junior because it show u know a lot of the tech crap

(hammer(and maya) chads unite)
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>>874515
fucking based hammer maya chad.
You sir deserve a toast.

I live in Perth and a 3d artist but don't know who you are unfortunately. Probably didnt go to the same uni as you.
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>>874983
dude sick we should meet, idk anyone in perth who does 3d (outside if the office of course).
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>>874983
Dogs#2369
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>>874222
i've been meaning to get into hammer again, formatted my PC so i lost most of my files.

any good games to map for?
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>>875773
desu no
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>>875773
the same games we been mapping for during the last decade

I always found tf2s artstyle and massive prop library make mapping for tf2 fun but getting people to play them is impossible nowadays
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>>875773
Sadly source is kill, and source 2 got sold only to chosen few, mainly because valve is afraid of reverse engineering.
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I managed to set up complete pipeline from hammer to ue4, and IMO it's just not worth it. Im faster making a level by placing ~100 premade meshes then making entire level in hammer.
Anyone tried using hammer for actual level design in their game (not TF2 or something similar)?
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>>875967
hammer is a genuinely awful level design tool compared to stuff nowadays. the entire system is outdated. compare it to UE4, or even unity where you can drag and drop meshes together, set the skybox to night time, change the lighting, all in real time without needing to compile, screw around with leaks or do the engine's job via areaportals etc. even valve has realised this and mostly abandoned it
>>
Can I just say something?

Sourcefam really is the worst person I've ever seen on the internet. He's not a bad person in the same way people on other boards are, like posting mutilated animals or anything. He's just rotten to the core, negative, and a bad person. He's a failure and he can't stop telling us about it all the time, and if it's wrong for us to point this out, then just ban us I guess?

It would honestly be a favor. Because lately it seems this place is an illusion where supposedly it's for gamedev but 80% of the posts belong to the same raving lunatic. It is hard to keep pouring positive energy into a place that is haunted by this person.

Anyway, that's my only input on the matter.

Fuck you, reek. You're shit and you know it. I hope something comes to you that removes you from the internet for good. I really do. You're so overdue for it.
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>>875773
tf2, csgo, gmod (ttt, etc)
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>>875967
>>876558
>i can't just plop down tiles like its the THPS2 park editor so i hate it

Hammer truly is the greatest casual filter of all time
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>>876562
i spent a month using hammer daily last year. it's just shit out of date software. i'm sure it was good in the 2000s but the entire mentality around it is utterly retarded. anyone who defends it is nostalgia sperging

there is a reason valve abandoned it for a must more intelligent approach
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>>876565
modern maps are still made with it and it's not like you were EVER meant to do every tiny little detail as anything other than a prop. use of brushwork hasn't gone down, density of detail props has increased as player resources allow

if you're shaving issues with shit on the scale of battleship hulls being 2hard you're an actual retard, sorry
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>>876558
I find the way of doing things comfy and surprisingly intuitive.
Draw a box, drag it out in three graph views to the size that you want, hit enter and there you go, a box the exact size you wanted. The hit enter thing is key, why doesn't more software do that? That saves so many crtl z's for me. I wish I played around with Hammer much earlier than now.
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>>876566
open up any recent csgo map and you'll see. EVERYTHING is done with props nowadays.

de_shipped is a good example here, i've looked at the vmf for this map. the water: 2 props mashed together. the ship's hull: 4 props mashed together. the bridge: a big prop. the containers: a modular system put together (doors and walls seperate to save polygons). the few things that weren't props were the floors and and hallways, which make sense to be brushwork

it's just how maps should be made in source these days. it almost always leads to a better result if you most of the work comes from a more powerful software
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>>876567
>>876566
>>876562
>>876561
Kill yourself sourceniggers. The YesDevs ae talking.
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>>876570
>some random cs babby map is made this way, therefore, it is the only way to do it

modern csgo maps are dogshit that run like trash and are made by a third party who went on to make the new l4d ripoff that looks like absolute trash

and your argument is still just "people are bad at it so it sucks" and is a red herring anyway since doing brushwork doesnt preclude using props alongside it for finer details/moving parts/etc

again,
>i can't just plop down tiles like its the THPS2 park editor so i hate it

Hammer truly is the greatest casual filter of all time
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>>876572
>better graphics.. LE BAD
>more optimised... LE BAD
>doing things the old and objectively worse way... LE GOOD
>nostalgia and boomer incompetence (disguised as 'based and old')... LE GOOD

ask any level designer at valve what they think of Hammer. they all know its shit. just because your shitty thinkpad can't handle anything over than quake-tier maps doesn't mean they are better.

>modern csgo maps are dogshit that run like trash and are made by a third party who went on to make the new l4d ripoff that looks like absolute trash
most of the current CSGO maps have been remade by valve. they are all still made with displacements and props for 99% of detailing. they also look much better than any other source game.

>i can't just plop down tiles like its the THPS2 park editor so i hate it
noone is saying that. grid-based level design systems are very useful for a lot of things. but when you start trying to do a large-scale free roam forest environment for example, you'll see why forcing you into making everything out of big blocks is a crappy idea. there is a reason source 2 took a lot of hints from unity / unreal when it comes to the freedom props give you.
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>>876560 #
>>876571 #

Fuck off faggot, literally nobody cares about "yesdevs" or shitty discord drama. This is /3/ not /v/ or whatever board you spawned from.
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>>876579
where is your game sourceniglet
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>>876577
are you implying brushwork and props are mutually exclusive
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>>876597
Yes.
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>>875967
>>876558
>>875967
I forgot to mention: levels in my game are series of small arenas similarly to DMC3. Hammer is not optimal for this kind of level creation.
>>
question for sourcefags
years ago I saw a video, some sort of april fool's framed as a tutorial, where a guy repeatedly csg-subtracted a sphere to make a "mountain".
I can't find it now, does anyone know the one I'm talking about?
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>>876709
https://youtube.com/watch?v=xh9Kr2iO4XI
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>>876720
remembered it differently, but that must be it
thanks, saved to my snuff folder
>>
>>876678
You have to split model and world creating 50/50 for the best performance.





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