you can tell he has a lot of experience in hammer by the frequent references to depression, insanity and death. incredible tutorial, reminds me of 3kliksphilip.
@awesomegraczgie2131 Жыл бұрын
hammer and mental health (deterioration) go hand in hand :D thank you!
@guessimissedthelz328 ай бұрын
@@awesomegraczgie2131 The internet is made for disagreement, but I as a twitter user has found nothing to disagree on, I agree.
@jorge_781 Жыл бұрын
"an ancient piece of garbage nevertheless the best software ever made"
@awesomegraczgie2131 Жыл бұрын
better than Vegas Pro :P
@Fesiug6 ай бұрын
Educational. Informational. Even had health & safety warnings regarding prolonged exposure to Hammer! Many subscribed and likes and thanks.
@awesomegraczgie21316 ай бұрын
glad you've enjoyed it :) hope you won't get depressed nor become insane :D
@s_callahan3 ай бұрын
no way is that fesiug
@Fesiug2 ай бұрын
@@s_callahan Yea
@rmod8 Жыл бұрын
This is an amazing tutorial. This video is definitley going into my tutorial collection for this absoltuely ancient software
@randalhopkins9984 Жыл бұрын
It's fairly ancient but with Hammer++ being out it's closer to a modern mapping software, not to mention Source 2's editor being as advanced as it is
@retr0breezy Жыл бұрын
I think I have learnt more from you than any other hammer tutorial. I love the humor please do more hammer tutorials!!
@JakeBeatz Жыл бұрын
little tip, use arrow keys to nudge using vertex tool, it will avoid the brush from becoming invalid from any mistakes when changing it
@TinyDeskEngineer Жыл бұрын
That's something you can do?
@JakeBeatz Жыл бұрын
@@TinyDeskEngineer yes enable arrow key nudge in settings or google it, valve has documentation on how to enable and use it
@Wadetata9 ай бұрын
@@TinyDeskEngineeryep
@PoopTickler6 ай бұрын
Most map editors: Click a few points and make a road Hammer: ∫ −∞∞ e −x2 dx= π∑=1∞1�=∏ prime11−∑n=1∞ns1 =∏ p prime1−p −s1lim→∞(1+1)=lim x→∞ (1+x1 )
@Gunzel147 ай бұрын
It’s thanks to talented mappers like you, who make hl2’s roads statistically the safest roads in any video game.
@s_callahan3 ай бұрын
thanks for explaining the math so well, it may be an odd compliment but this is a very digestible easy to watch tutorial tutorial compared to many i've seen. tldr good shit bro 🤘
@awesomegraczgie21313 ай бұрын
thank you so much! it's super cool to hear :) Maybe I'll make some more hammer tutorials in between shitposting
@jezihh2 күн бұрын
Insanely good advice to tell people dont try to recreate stuff from tutorial videos,since if it fails it can cause anger and sadness..
@awesomegraczgie21312 күн бұрын
honesty and genuine care for my audience :D
@InfoDisco Жыл бұрын
You know its funny, Im currently trying to design an object/level editor for my game engine, and thought to myself: "Why am I trying to reinvent the wheel? I'll just see how other editors work" within 10 minutes of searching about the hammer editor, its clear that everyone hates it LMAO. I suppose not a great editor to replicate then!
@awesomegraczgie2131 Жыл бұрын
Hammer editor is not great, but in my opinion brush based level design is the way to go and if I were to make my own editor I wouldn't go with anything else than that. First: brushes with worldspace texturing give mapper freedom, they are not limited to the model assets, they can make whatever building with whatever textures they can and add extra detail assets on top of that. Second: there is a wide spread misconception that brushes = BSP. That's not true. BSP is heavily associated with brushes because of Quake, GoldSrc and Source, but you don't need to use BSP in your game engine for brush based maps to work. Brushes are just regular collection of vertices, edges and faces just like any other digital geometry.
@InfoDisco Жыл бұрын
@@awesomegraczgie2131 Thanks so much for the detailed reply, I will now be looking more into both brushes as well as world space texturing! And while it's great to know that BSP isn't necessary, my game engine does indeed rely on BSP in order to handle hitscan collisions. (It's probably not actually BSP, but some similar compartmentalization algorithm). Are there any other editors you've used that are widely liked and could give me some better inspiration than hammer? Thanks!
@awesomegraczgie2131 Жыл бұрын
sadly I only used hammer editor, but look into Radiant, I believe it's an editor for Call of Duty? Don't know, type in Radiant mapping. The program looks quite similar but also things like displacements are much better.
@InfoDisco Жыл бұрын
@@awesomegraczgie2131 Sorry for the late reply but I really appreciate this recommendation, thank you!
@IAhmadGT Жыл бұрын
@@InfoDiscodo you make devlogs? I'm really Interested to see what you making! Also there is a community made hammer called hammer++ you can see the new features added to it.
@puzzlepuddles6712 Жыл бұрын
never really attempted to make this but the triangles tip is pretty handy for vertex tool enjoyers like myself. great tutorial
@thegreenfox0112 ай бұрын
i actually really enjoyed this tutorial, good jokes, you seem like an awesome person
@awesomegraczgie21312 ай бұрын
thank you so much, it's very nice to hear and I'm glad you've enjoyed the video :)
@TinyDeskEngineer Жыл бұрын
func_detail brushes are static. They're part of world geometry, so there's no reason to add the keyvalues for preventing the use of the Physgun or any of the tools as those keyvalues will have no effect whatsoever.
@awesomegraczgie2131 Жыл бұрын
yes, that's right, I don't know why I've been adding those to func_details. But they are absolutely required for func_brush
@cargyllion Жыл бұрын
@@awesomegraczgie2131 Probably PTSD tbh
@otistheweed Жыл бұрын
i love these kinds of tutorials you funny asf
@awesomegraczgie2131 Жыл бұрын
hi, the videos are not mine and it was just a regular minecraft version from what I know
@guessimissedthelz328 ай бұрын
i like the warning at the beginning
@TheDurka4 ай бұрын
The Highway 17 mappers should've got a raise from Valve
@bastardobasado11 ай бұрын
I learned more in 10 minutes of video than in my 2 years of making maps in Hammer.
@muxinmuffin9 ай бұрын
A modern example of curved roads can be found in Black Mesa's c2a5a (Surface Tension). You'd almost think they were spline paths, but they are simply arch displacements on a flat plane that were gently raised to create a hill. The result is nothing less than fascinating and even practical. The surrounding terrain corners also smartly used vertex manipulation to form a wedge with 4 vertices, allowing them to be displacements and sew to the road. The techniques used are similar to those in the tutorial, but more malleable and a lot less tedious because of being made of displacements.
@marioguywastaken Жыл бұрын
Very underrated channel ngl.
@awesomegraczgie2131 Жыл бұрын
thank you :D
@theyellowpepper99518 ай бұрын
amazing vid. its crazy how different the new editor is
@Aserverof4 ай бұрын
i started using hammer through source 2. i cant imagine how people made actual maps using this software
@awesomegraczgie21313 ай бұрын
it isn't as bad as you think, but it definitely is not as good as you'd expect a "modern" level editing software to be :P
@demogaming88952 ай бұрын
I wonder why valve didn't develop an easier way to make roads for their own convenience. Just imagine a Valve level designer struggling to build the highway 17 maps because of the roads, and instead of doing something about it, they said this is completely fine, let's just keep suffering
@awesomegraczgie21312 ай бұрын
That would be a reasonable thing to do. With the access to Hammer's source code and few skilled programmers it would be quite trivial to implement, and I'm not talking about a super developed, advanced solution. Even crappy one would do - for example you lay the basic shape of the road with brushes, define the "height points" and the program does the heavy lifting of cutting the road into triangles, then moving the vertices up or down.
@Marduk401Ай бұрын
I wish Trenchbroom could do this side to top texture apply too. :(
@puzzlepuddles6712 Жыл бұрын
i love the humor in this video too
@starykanalxd2 жыл бұрын
Great Video!
@vhetutor Жыл бұрын
This is really good
@AZSDXC8954 Жыл бұрын
now i see why half-life 2 took 6 years to come out
@aggressiveslav Жыл бұрын
Fantastic tutorial, thank you
@krystof01184 ай бұрын
Very nice tutorial
@awesomegraczgie21313 ай бұрын
thank you :)
@MARK2580 Жыл бұрын
It hurts to look at this, just use Hammer++, I can't imagine how it is to use the old wretched standard hammer. Also, func_detail cannot be interacted with in gmod in any way, so adding properties is useless.
@awesomegraczgie2131 Жыл бұрын
about the func detail, yes, you're right. I've got a misconception, probably I've mistaken the func detail with func brush.
@pipe82482 жыл бұрын
What a legend
@Yourlocalwordrobe Жыл бұрын
i was searching for tutorial about kint nodes and node graphs etc but i can watch it
@Rexio-cg3gs Жыл бұрын
Bardzo zachęcające intro do używania Hammera
@awesomegraczgie2131 Жыл бұрын
cała prawda o tym programie :P
@Rexio-cg3gs Жыл бұрын
@@awesomegraczgie2131 Dobrze, że przynajmniej ten Hammer na Source 2 jest o wiele lepszy
@awesomegraczgie2131 Жыл бұрын
testowałem go trochę, wygląda znacznie lepiej ale nie miałem zacięcia aby zrobić coś konkretnego w nim
@yeth79711 ай бұрын
No, naprawde xDDD
@SavvygeMediaGroup Жыл бұрын
thanks im about to make a train i needed to know how to make a tunnel
@awesomegraczgie2131 Жыл бұрын
making tunnels is simpler, unless you want a curved and inclined tunnel...
@Axolotl720 Жыл бұрын
You are literally the best
@kingkurtis Жыл бұрын
I think if you do this for a movement gamemode it can edge bug due to floating point inaccuracy, so mappers be cognisant of how you use this. Will work fine in most game modes though even if there is vertex shifting.
@uncertaintytoworldpeace36508 ай бұрын
Nope
@uncertaintytoworldpeace36508 ай бұрын
Can you explain what you mean? Sometimes I make stairs and ur making me worry
@kingkurtis8 ай бұрын
in surf/bhop you'll be pretty likely to have your speed interrupted as you transition between the separate brushes as there'll be a sub unit height differential between them, if you're just running around normally you'll be fine@@uncertaintytoworldpeace3650
@martinseitune37879 ай бұрын
Sos un capo!! ❤
@burningjdm2 жыл бұрын
Nice!
@redscarfinfinite97435 күн бұрын
The only good part of hammer is not needing to learn how to code just to use it
@joaov1774 Жыл бұрын
hey, when i texture the curved road, the end of the curve ends up havingthis slight checkerboard look to it, any idea what might be causing this?
@TinyDeskEngineer Жыл бұрын
Is it a faint checkerboard pattern overlaid on top of the original texture? If so, it's probably because the road material being used will have cubemap reflections on it. In that case, it will look normal after you run the map, it just won't display correctly in most versions of Hammer.
@spikeof2010 Жыл бұрын
doing gods work
@shenaniganboycarterson2 жыл бұрын
very good tutorial
@MaYeRsDz94 Жыл бұрын
what a nightmare
@chexo37 ай бұрын
There has got to be some internal tool they used to do this like once or twice then never released
@awesomegraczgie21317 ай бұрын
probably, or they all went insane and that's why there was no HL3
@TinyDeskEngineer Жыл бұрын
1:33 what kind of witchcraft is this
@aparkedcar9704 Жыл бұрын
Dont tell me im gonna have to do math for hammer
@preteritomaisqueperfeito4275 Жыл бұрын
the hammer is a joke
@awesomegraczgie2131 Жыл бұрын
do the math! Otherwise the math's gonna do you ;)
@ArctusYouT2 ай бұрын
4:05 when I click the vertex tool which selects it and go back to clipping tool it still gets rid of a piece of the road.
@awesomegraczgie21312 ай бұрын
you need to click the clipping tool, not the vertex tool
@ArctusYouT2 ай бұрын
@@awesomegraczgie2131 oh ok thanks
@trax820710 ай бұрын
As someone who's never used the hammer editor, this looks so overcomplicated for no reason. Even the Roblox editor is a thousand times better and much more simple.
@MenachemSchmuel9 ай бұрын
this is an internal valve tool that hasn't been updated since 2004
@denifnaf5874 Жыл бұрын
No wonder this gsme took 5 years to make
@TinyDeskEngineer Жыл бұрын
On top of the fact that creating a new game engine along with a new game to go along with it usually isn't very easy.
@awesomegraczgie2131 Жыл бұрын
I guess they are currently developing a helium cooled quantum computer, powered by Xen crystals for Half-Life 3. That would explain the long time it takes
@denifnaf58747 күн бұрын
@@awesomegraczgie2131 and simulating all the induvidual nose hairs on barney
@memmoman4 ай бұрын
@thisisnotfunny697 күн бұрын
tried this so many times, never worked what a fucking surprise is it me? or is it hammer? or is it the tutorial?
@SK1N_WALK3R Жыл бұрын
I aint doin all that, back to roblox studio.
@BigSavageG10 ай бұрын
Hammer editor is a piece of garbage nevertheless is the best software ever made. Nice contradiction. You could have used Hammer ++ since original Hammer is cancer
@maxik269311 ай бұрын
Yeah, of course, to do this in 2023, it's necessary to have schizophrenia. It seems to me that such things are easiest to do in the same Blender, and then export them using the addon in .vmf, why suffer such a f*ck 🤨🤨🤨🤨
@awesomegraczgie213111 ай бұрын
that's a reasonable perspective. But for someone who spent years tinkering with hammer it's much easier to do it that way, than to throw the Blender into an equation. But hey, if you have a way of going from Blender to hammer - that's great!
@maxik269311 ай бұрын
@@awesomegraczgie2131 I will say this, in a blender such things are done much easier and faster. It has a set of tools that speed up the creation of complex geometries, unfortunately, the Hammer editor does not have this... In general, these tools are present in any modern 3D package. The same road, there you can easily change its angle, direction, and so on. I'm already silent about "geonodes" in blender, which can completely automate the creation of a road.
@maxik269311 ай бұрын
There are several add-ons for Blender that allow you to export your model to .vmf format. Of course, for high-quality exports, certain rules must be followed.
@awesomegraczgie213111 ай бұрын
I agree, but at the end of the day it all comes down to personal preference. One may prefer spending 2 hours in Hammer than 20 minutes in Blender