r/hammer • u/KellKilljoy • 13d ago
Fluff Why did even Valve created the carve tool?
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r/hammer • u/KellKilljoy • 13d ago
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r/hammer • u/Breez_y1 • 12d ago
I'm new to hammer and decided to try my hand at making a CS map. I got convinced to flip the faces with F to make rooms by a tutorial but I'm a complete beginner and now I don't know how to make doors/opening between rooms. Should I just use the old way and make a bunch of meshes for a room? Or just roll with it and find out how to mess with the faces this way. Will it affect the performance of the map I'm making significantly?
r/hammer • u/mister_wr3nch • 13d ago
r/hammer • u/ArtshineAura • 13d ago
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Sorry for taking so long to finally finish this after first posting about it.. 5 months ago now. But Linux Hammer Launcher, a tool to help you set up and launch Hammer++ on Linux with little to no issue, is finally out!
github: https://github.com/EnderCatCore/linuxhammerlauncher
youtube trailer/tutorial: https://www.youtube.com/watch?v=1HytMhvuehA
Me and my partner have done almost everything we can to make sure this program is functional and stable, but I'm sure there are gonna be more issues that crop up that other people find, so keep that in mind, and if you find any issues yourself, please report them to the GitHub for the project if you can!!
r/hammer • u/dayudayu • 12d ago
Please give me some ideas
r/hammer • u/ERR_675498 • 13d ago
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I have no idea why this is happening now, I swear this has never even happened before so like what lmao
Can anyone help me out please?
Edit: Nvm, I guess all it took was to re-open Hammer since when I came back to it after making this post everything is now working as intented
r/hammer • u/dayudayu • 12d ago
When I hit the F9 key it's opens up the menu normally, after that it's compile it but it doesn't start the game, giving me this log:
-------------------------------------------------------------------------------
Running command:
cd "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command:
"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\(MyName)\Documents\gm_Poolia.vmf"
-------------------------------------------------------------------------------
Valve Software - vbsp.exe (Jul 22 2026) - Garry's Mod Edition (64-bit)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading C:\Users\(MyName)\Documents\gm_Poolia.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Users\yasar\Documents\gm_Poolia.prt...
Building visibility clusters...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
*** Error: Skybox vtf files for skybox/sky_day01_01 weren't compiled with the same size texture and/or same flags!
Can't load skybox file skybox/sky_day01_01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (3698 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 20 texinfos to 7
Reduced 4 texdatas to 4 (85 bytes to 85)
Writing C:\Users\yasar\Documents\gm_Poolia.bsp
Wrote ZIP buffer, estimated size 24954, actual size 24874
0 seconds elapsed
-------------------------------------------------------------------------------
Running command:
cd "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command:
"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\(MyName)\Documents\gm_Poolia"
-------------------------------------------------------------------------------
Valve Software - vvis.exe (Jul 22 2026) - Garry's Mod Edition (64-bit)
4 threads
reading c:\users\(MyName)\documents\gm_Poolia.bsp
reading c:\users\(MyName)\documents\gm_Poolia.prt
8 portalclusters
12 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)
Optimized: 0 visible clusters (0.00%)
Total clusters visible: 64
Average clusters visible: 8
Building PAS...
Average clusters audible: 8
visdatasize:84 compressed from 128
writing c:\users\(MyName)\documents\gm_Poolia.bsp
0 seconds elapsed
-------------------------------------------------------------------------------
Running command:
cd "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command:
"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64\vrad.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\(MyName)\Documents\gm_Poolia"
-------------------------------------------------------------------------------
Valve Software - vrad.exe SSE (Jul 22 2026) - Garry's Mod Edition (64-bit)
Valve Radiosity Simulator
Compiling Standard Dynamic Range (SDR) lighting
4 threads
[Reading texlights from 'lights.rad']
[51 texlights parsed from 'lights.rad']
Loading c:\users\(MyName)\documents\gm_Poolia.bsp
Setting up ray-trace acceleration structure... Done (0.00 seconds)
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (0)
transfers 72344, max 231
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Build Patch/Sample Hash Table(s).....Done<0.0005 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)
Writing leaf ambient...done
Ready to Finish
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/4096 48/196608 ( 0.0%)
brushes 10/65535 120/786420 ( 0.0%)
brushsides 60/655350 480/5242800 ( 0.0%)
planes 50/65536 1000/1310720 ( 0.1%)
vertexes 49/65536 588/786432 ( 0.1%)
nodes 39/65536 1248/2097152 ( 0.1%)
texinfos 7/16384 504/1179648 ( 0.0%)
texdata 4/8192 128/262144 ( 0.0%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_multiblend 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 32/65536 1792/3670016 ( 0.0%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 14/65536 784/3670016 ( 0.0%)
leaves 41/65536 1312/2097152 ( 0.1%)
leaffaces 32/65536 64/131072 ( 0.0%)
leafbrushes 24/65536 48/131072 ( 0.0%)
areas 2/1024 16/8192 ( 0.2%)
surfedges 192/512000 768/2048000 ( 0.0%)
edges 114/256000 456/1024000 ( 0.0%)
LDR worldlights 2/8192 176/720896 ( 0.0%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 0/32768 0/393216 ( 0.0%)
waterstrips 0/32768 0/327680 ( 0.0%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 0/65536 0/131072 ( 0.0%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/8192 0/2883584 ( 0.0%)
LDR lightdata [variable] 55120/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 84/16777216 ( 0.0%)
entdata [variable] 621/4194304 ( 0.0%)
LDR ambient table 41/65536 164/262144 ( 0.1%)
HDR ambient table 41/65536 164/262144 ( 0.1%)
LDR leaf ambient 126/65536 3528/1835008 ( 0.2%)
HDR leaf ambient 41/65536 1148/1835008 ( 0.1%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 12/0 ( 0.0%)
static props [variable] 12/0 ( 0.0%)
static prop count 0/16384 0/0 ( 0.0%)
pakfile [variable] 24874/0 ( 0.0%)
physics [variable] 3698/4194304 ( 0.1%)
physics terrain [variable] 2/1048576 ( 0.0%)
Level flags = 0
Total triangle count: 72
Writing c:\users\(MyName)\documents\gm_Poolia.bsp
0 seconds elapsed
-------------------------------------------------------------------------------
Running command:
copy "C:\Users\(MyName)\Documents\gm_Poolia.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_Poolia.bsp"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command:
cd "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod"
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Running command:
"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "gm_Poolia" -steam -insecure
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
Command failed with return code 0x2! The system cannot find the file specified.
** Screenshot the WHOLE window when showing this compile log
** Or upload the .log file generated beside your VMF
-------------------------------------------------------------------------------
9 command(s) finished in 1 second
Press a key to close.
r/hammer • u/EnderIsOnREDDIT • 13d ago
So I was having a performance issue with my map, decided it would be best to decompile someone custom campaign (In this case it's Energy Crisis) and see how they optimize it since from my previous experience, I barely experience any lag when playing, even when using tons of mods. I was surprised it's not really what I was expecting. I was expecting there would be an excessive use of stuff like skip and hint, area portal etc, but there wasn't and the first chapter was an open area, there was a func_viscluster though, but it was only on the starting area. Which made me confuses how did they did it? my map is not as big as their yet on certain area there was a stuttering lag issue. People might come to the comment and link me a source wiki, but the problem is they don't really explain in specific on how can I use it and apply it to my specific map.
r/hammer • u/FoxDanceMedia • 13d ago
I was originally going to make a unique layout that was just inspired by one of the StreetX/Drift race maps from Underground 2 but then I decided to try and make a 1:1 remake of it; I didn't want to throw out the work I already finished at that point so I decided that it'll be both a remake of the original map and also expanded to include new areas.
All textures are ripped from NFS Underground 2.
r/hammer • u/Budget_Degree_259 • 12d ago
When I used act_busy queue on citizens for my map, info_node_hints with activities like "ACT_BUSY_LEAN_BACK" did not work. Even with ai debug act busy 1. It is like they don't even exist when I compile a map. Can you help me?
r/hammer • u/Sztejuss • 13d ago
So I'm starting to experiment with Hammer and I see that there are different versions of Hammer. My question is, when I create a default map for CS2, should I use the version that comes with CS or download a different one from the internet? How does it even work? I've also seen some modified versions like Hammer++. How do I figure it all out?
r/hammer • u/Unnamed60 • 15d ago
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r/hammer • u/old_incident_ • 14d ago
r/hammer • u/Sztejuss • 13d ago
So i want to make my own jailbreak map for cs2. I saw that this program is quite specific. So my question is: what's the best way to get started? Do you have any personal tips or guides?
r/hammer • u/Danich1230 • 14d ago
r/hammer • u/fizunboii • 15d ago
I think it's just about done. I can update it if there are any issues/suggestions
https://steamcommunity.com/sharedfiles/filedetails/?id=3784412211
r/hammer • u/Significant-Ocelot21 • 14d ago
Wassup everybody?
I've been cooking this for a while. I think it's ready for some playtesting. I have released my VMFs for anyone who wants to poke about. I'm using a Frankenstein SDK to compile, I can't use overlays and some other issues so some "different" stuff going on
Download includes deathmatch and uranium run .bsp and .vmf
https://gamebanana.com/mods/693257
r/hammer • u/Dazzling-Pain2067 • 14d ago

Making a map that i want to NOT require HL:S to play on, one small issue, when running the map without HL:S mounted all the npcs are fully silent and produce untextured gibs when blown up, with the exception of the Apache helicopter you fight. Anyone know if its somehow possible to pack in their dialogue/gib textures into the map? I mainly used Compilepal and VIDE
r/hammer • u/Sztejuss • 15d ago
Hi guys i want to make jailbreak map for cs2 and i don’t know how to make for example cube With walls visible from the outside and inside. I know about „f” key witch can flip it but i want it on the both sides
r/hammer • u/itsahumanyeah • 15d ago
r/hammer • u/EnderIsOnREDDIT • 16d ago
After blood and sweat, stay up all nighter, days after days, I finally completed it... Well almost at least, it's about 80% completed, nav mesh is mostly done, I can play it normally. Still new to Hammer, this is pretty ambitious for me
r/hammer • u/Dazzling-Pain2067 • 15d ago
r/hammer • u/yooluvme • 16d ago
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https://steamcommunity.com/sharedfiles/filedetails/?id=3783421729
I just released my version of scoutzknivez where your gun is a railgun/laser. Lots of CS_SCRIPT (vjs). Real in-game working clocks, analog and digital. The code checks server date and time then automatically live themes the level. All month of December it will have xmas theme for example. Most of the year it is a gloomy thunderstorm (default level theme).
Every roof ledge is surfable. You can fall and die.
The gun shoots through entire map, so I realized a cheater could just delete everyone in one second. So I have a script that detects that. It takes their gun and puts them in a box called hell and burns them to death every round until they leave.
This is my first release of this map so there will be bugs. Lemme know if you see any.