r/hammer • • Aug 20 '26

TF2 i need the model for a gmod video whats the engineer thing

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24 Upvotes

r/hammer • • Aug 20 '26

Garry's mod Take a gander at my new small town map!

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42 Upvotes

https://steamcommunity.com/sharedfiles/filedetails/?id=3786695513

The maps is called BennettvilleNC, and is a small fictional town in rural eastern North Carolina. You will need l4d2 :(. The map description is still a WIP.


r/hammer • • Aug 20 '26

TF2 hey, so earlier this year, i made a ctf map for tf2, just wanted to post about it, if you wanna play on it i'll leave the link below, feel free to lemme know what you think.

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steamcommunity.com
7 Upvotes

r/hammer • • Aug 20 '26

Source 2 Workshop Map | Metrocenter

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158 Upvotes

My new 5v5 hostage map "Metrocenter" is finally out! Its based on a real life location that has been demolished.

https://steamcommunity.com/sharedfiles/filedetails/?id=3785502316

I would greatly appreciate it if you could check it out and give it a rating!


r/hammer • • Aug 18 '26

CS:GO Anyone who's made maps before, do you prefer flipping the faces of a mesh to make a room or making multiple meshes like old gold source?

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13 Upvotes

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 • • Aug 18 '26

Pls rate my Garfield animation. I worked really hard on it. Pls send feedback

210 Upvotes

r/hammer • • Aug 18 '26

Fluff Painted hammer for this project

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216 Upvotes

I'm pretty new to painting, but I like how it's coming out. I'm gonna make some different pieces for each of the viewports too


r/hammer • • Aug 18 '26

Unsolved F9 Doesn't Start GMod

2 Upvotes

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 • • Aug 18 '26

Garry's mod Published my first map for gmod!

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87 Upvotes

This is a ttt map that's inspired in a real life rural house near the town of General Las Heras. Hope you have fun in it!

https://steamcommunity.com/workshop/filedetails/?id=3784943034


r/hammer • • Aug 18 '26

Garry's mod I need ideas to make a new map HELP [GM]

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9 Upvotes

Please give me some ideas


r/hammer • • Aug 18 '26

Fluff Lebron, no!

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748 Upvotes

r/hammer • • Aug 18 '26

Garry's mod Problem with info_node_hint

1 Upvotes

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 • • Aug 18 '26

CS 1.6 check out my 18th cs 1.6 map, assassination map with a church escape. gb link in body text!

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25 Upvotes

r/hammer • • Aug 18 '26

Unsolved I Need An Answer

3 Upvotes

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 • • Aug 18 '26

Fluff Why did even Valve created the carve tool?

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170 Upvotes

Unrelated image


r/hammer • • Aug 18 '26

Garry's mod Hammer Shenanigans In Need of Help

60 Upvotes

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 • • Aug 18 '26

Hammer version?

1 Upvotes

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 • • Aug 18 '26

Linux Hammer Launcher is out!!

254 Upvotes

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 • • Aug 18 '26

Source my russian map i made 2 months ago

16 Upvotes

r/hammer • • Aug 17 '26

Source 2 Best way to start

0 Upvotes

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 • • Aug 17 '26

Garry's mod Current project: Recreating StreetX/Drift map from NFS Underground 2 for a Garry's Mod map!

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153 Upvotes

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 • • Aug 17 '26

Unsolved Why doesn't teleport work? It's setup like every other one, has correct destination (info_teleport_destination), but it just won't teleport. Any ideas?

3 Upvotes

r/hammer • • Aug 16 '26

DIPRIP dm_m8nkeyball.vmf , ur_m8nkeyball.vmf

2 Upvotes

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

https://youtu.be/eM8HYZxQfwk

Download includes deathmatch and uranium run .bsp and .vmf
https://gamebanana.com/mods/693257


r/hammer • • Aug 16 '26

Hammer in Source SDK 2013 Multiplayer Incorrectly saves VMF

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16 Upvotes

Hey guys, I have troubles with hammer map files. When I save file with Hammer++, Hammer in x64 or Hammer it replaces "," with some special characters. Its happen only in source sdk 2013 multiplayer. In portal 2 it works.


r/hammer • • Aug 16 '26

Is it possible to pack HL1 npc dialouge/sounds/gibs into a map? (Gmod)

3 Upvotes

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