Slammin' Source Map Tools

are updated and more feature-rich mapping/compile tools for .
Slammin' Source comes with an upgraded editor named Slammin' Hammer 5.2 (not to be confused with 's ), and improved VBSP, VVIS and VRAD.
Slammin' Source Map Tools are created by Slartibarty.
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=Specifications=
* support
*Max CPU Threads bumped to 32
*Cleaned up common code
*Large Address Awareness (Can handle addresses larger than 2 gigabytes)
==Slammin' Hammer 5.2==
*Enabled Visual Styles 6.0
*Performance upgrades
*The entire program now uses the default system font, instead of the dated win9x standard font
*Revamped the entire user interface, made the options menu cleaner, and removed obsolete options
*Added new graphical options to the 3D View tab, including picmip, MSAA level, etc
*Added an option to change the 3D viewport background colour: default is 128,128,128
*Removed huge amounts of deprecated icons, cursors and bitmaps
*Increased the distance that vertex positions are rounded to integers to 0.01 from 0.05, this fixes some gross vertex rounding issues (or lack thereof)
*Say goodbye to the process window, Hammer's built in compiler now feeds compile information to a new exe, meaning no more freezes, and instant compile information on the fly. Hammer cam still be used while a map is compiling
*New toolbar, transform tools. Same as the options available in the "tools" menu option, just brought out for ease of access
*Texture application window is now more concise, added X and Y buttons that randomise texture coordinates for their appropriate boxes
*Texture application window is now host to an experimental "reset" texture button, which resets the texture's scale, shift coordinates, lightmap scale and rotation
*Reworked the entire right-hand UI bar to be easier to use
*Removed Radial Culling, it crossed me for the last time
*Removed , , and () support
*Added support for , set the in-editor origin point for instances (no keyvalues needed)
*Removed support for WAD files
*Clamped framerate to 60hz from 100hz (will make this an option)
*Extended available automatic visgroup types
*The "default animation" keyvalue for dynamic props is now registered and will now automatically play in the viewport
* entities are displayed accurately in Hammer, with detail objects inside the entities' volume not being drawn
*Added "open source" and "explore to source" buttons in the texture browser, selecting a material and using either of these buttons will bring open the material's folder
*Certain UI elements such as the entity report dialogue now support resizing
*Models no longer share animations with all other model instances present
*Multiple precision and accuracy fixes in general, brushes are less likely to crap up, texture coordinates are displayed correctly, etc
*Paste & Paste Special shortcuts now properly displayed in the edit menu
*Added support for the "boolean" FGD data type
==Slammin' Compile Tools==
===Slammin' VBSP===
*Proper support for power of 4 displacements
*Detail brushes now preserve their smoothing group
*Improved brush precision
*Added missing content types to csg.cpp
*New %compile command for VMTs, "%compileNoShadows", makes a material not receive shadows, only direct light. This is used on water usually
*Translucent brushes should no longer cut visleaves if they are world brushes
*Any prop with $staticprop can now be a static prop (Ex: physics props)
*Increased detail sprites limit
*Support for custom lightmappedgeneric shaders
*Implemented support for 
*Leaktest is now enabled by default
====Commands====
*
===Slammin' VRAD===
*HDR is enabled by default, if or is not specified.
*Improved displacement lightmap quality
*-staticproplighting, -staticproppolys and -textureshadows enabled by default
*Transparent textures loaded by VRAD are now bilinear filtered, for more accurate shadows
====Commands====
:
===Slammin' VVIS===
*Minor code cleanup
==Compatibility==
Branch 	Compatible	Note
 	 	Devs recommend Mapbase's VBSP</br>Mapbase's VBSP is required for Parallax Corrected Cubemaps.
 	 	
 	 	
mods</br>/ games</br>	 	Use version, install it on Source SDK 2013 folder. Then configure your game (changing directory to where the game is installed, and it's /) through Hammer.
mods</br> games 	 	
 	 	Use version, install it on game's folder.
 	 	Use version, install it on game's folder. Hammer and compilers with both pre-20th anniversary and 20th anniversary version.
 	 	Slammin' Tools VBSP and Slammin' Hammer is incompatible with (an updated version of with incompatible ). VVIS and VRAD will still be functional, through.If you want to use Slammin' Tools VBSP or Slammin' Hammer, install it to folder instead, and configure Hammer for TF2/HL2DM.
 	 	required
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
=Tutorials=
* YouTube
=See also=
*Map Compiling Theory
*VVIS
*VRAD
*VBSP
=External links=
*knockout (Download)
= References =
# Mapbase Map Compilers
Category:Third Party Source Tools
Category:Source 1 BSP compilers