nyuuzyou/wikis huggingface dataset:
Hammer File Menu

==New ==
This will open a new blank map file. If you have more than one game profile, Hammer will prompt you to choose a game profile used to edit the map file. See the Game Configurations tab in the Options dialog section for more information on how to create or edit game profiles.
==Open... ==
This will bring up a browse window from which you can load game maps. The file type will default to .VMF (Hammer's map format), although you can also choose to load the older .RMF binary format files. If you have defined different game profiles, Hammer will prompt you to choose a game profile used to edit the opened map file. See the Game Configurations for more information on how to create or edit game profiles.
==Close ==
This will close the currently selected map file.
==Save ==
This will save the currently selected map. It will be saved in the same format as when it was loaded (.VMF, .RMF, or .MAP).
==Save As...==
This will bring up a Save As... dialog box and allow you to save the currently selected map with a different name.
==Export...==
This will allow you to save the current map without changing the name or format of the current map.
==Export Again ==
Repeats the last Export command, using the exact same filename and location, without any other prompting.
==Export to .DXF==
This will allow you to save the current map in the .DXF (Drawing Exchange Format), so that it can be used for scripted sequences or imported into another 3D modeling application.
==Run Map... ==
This command opens the Run Map dialog, which allows you to run the utilities that are necessary to compile the map into the .BSP format usable in the Source engine. The Run Map dialog will be in Normal or Expert mode, depending on which mode was last used.
==Convert WAD to VMT...==
See Convert WAD to VMT...
==Reload Sounds==
This command will reload the list of all sounds defined in the scripts directory. Any new sounds that were defined after Hammer first loaded will now show up in the Sound Browser.
==Exit ==
This command will close Hammer.
HMenu1 File
Hammer Filter Control Toolbar

Visibility Groups, or VisGroups, are a way to group objects in layers to organize and manipulate them. VisGroups are independent from grouping using the Group and Ungroup commands. The primary purpose for VisGroups is to hide pre-defined sets of objects for speed and organizational reasons. For more information on the relation of VisGroups to Groups, see Grouping and VisGrouping.
VisGroups can be individually hidden by clicking the checkbox next to a VisGroup name to toggle the current visibility state.
Objects are assigned to VisGroups by selecting a current VisGroup in an Object Properties dialog box. See Properties, under the Edit Menu, for more information.
The Filter Control Bar also has the ability to merge two VisGroups. This is done by dragging one group on top of a second. Hammer will ask if you want to combine the two groups, and if you do, they will be merged and the first group will take on the VisGroup properties (name, color) of the second group.
New VisGroups are created or deleted using by clicking the Edit button to bring up the Object Groups dialog. You also can delete a VisGroup from the list by dragging it out of the Filter Control Bar.
VisGroup can also be "nested" under one another to create a hierarchical, "parent-child" type relationship. This is done by using the Right mouse button and dragging one VisGroup on top of a second. The VisGroup that was dragged becomes a child of the second group. When the parent VisGroup is hidden or marked, the child VisGroup is as well.
VisGroups can also be created and hidden using the Hide Selected and Hide Unselected buttons on the Map Operations toolbar. When a VisGroups are created this way, the VisGroup name is inserted into the Filter Control Bar with a name of "n objects", where n is the number of objects that were hidden.
==Show==
This button enables the visibility of all Vsigroups, regardless of their current state. Clicking the button again returns all VisGroups to their previous visibility state.
==Edit==
Brings up the Edit VisGroups dialog, to edit the name and color of a VisGroup, as well as add and remove VisGroups.
==Up and Down Arrows==
These buttons move the currently selected VisGroup up and down the VisGroup list.
Category:Hammer Toolbars
Hammer General Options

The General configuration tab (of the Hammer Options Dialog) contains options which effect some of the basic editing operations of Hammer.
== Window Setup ==
;Use independent window configurations
:Hammer's Independent Window Configuration is simple to use and extremely handy. It lets you customize your windows setup virtually any way you'd like. To add new windows, select New Window from the [Menu_Window.html Window] menu. Windows can be resized any way you like. You can use the Load Window State and Save Window State buttons on the Map View toolbar to save and restore your setups.
;Load default window positions with maps
:When using the using independent window configurations, this option will automatically use the saved window positions when you open a map. If this option is unchecked, only a single default XY 2D view window will appear when you open of create a new file. If this is not checked, you can still load the window setup manually using the Load Window State button on the Map View toolbar.
== Autosave ==
;Time Between Saves (in minutes)
:The length of time before Hammer will autosave the current map.
;Amount of hard drive space used for autosaves (in megabytes)
:Limit the amount of space Hammer will use for autosaves.
;Number of map iterations to save
:Limit the number of times a map can be autosaved, before deleting the oldest.
;Autosave Directory
:The directory where Hammer will place autosaves.
== General ==
;Undo levels
:Sets the number of Undo and Redo levels that Hammer will keep track of while you work. If you are receiving low memory warnings, it may be a good idea to set the number of undo levels to something lower. You can also use the Disable Undo/Redo command to save memory. It is recommended that you save your file before you do this, in case you make a mistake.
;Allow grouping/ungrouping while Ignore Groups is checked.
:With this option checked, you can group or ungroup objects while the Toggle Groups Ignore is enabled. You will not see the results of any grouping operation until you uncheck Toggle Group Ignore.
;Stretch arches and toruses to fit original bounding rectangle
:When creating arches and toruses using the Block Tool, this option stretches them to fit the size of the bounding rectangle. With this option deselected, the size of the object will be dependent on a combination of the size of the bounding box and the parameters in the Arch or Torus dialog box.
;Use VGUI model browser
:With this option checked, you will use the VGUI model browser (as seen to the right) instead of the old browser, when browsing for entity models.
Category:Hammer Options Dialog
Hammer Go To Brush Dialog

When you've got an invalid brush in your map, compile tools will give you the brush id number of the brush that is bad.
For example:
 Entity 0, Brush 4, Side 8: has a coplanar plane at (304, -384, 0), texture GENERIC99
To find the invalid brush in your map, you'd just bring up the Go To Brush dialog <> and enter 4 as the brush number, then press OK. The invalid brush will become selected and centered in the Views.
It is also possible to find invalid brushes using the [[Hammer Map Menu#Check for Problems <Alt.2BP>|Check for Problems dialog]].
Category:Hammer Dialogs
Hammer Help Menu (Source 2)

Category:Hammer Menus (Source 2)
This menu provides easy access to documentation of the and editing information.
== Help... ==
This option brings simply goes to Valve Developer Wiki's Main Page.
== About Qt ==
This brings up the About Qt dialog which contains version and copyright information for Qt software, a cross-platform application and UI framework which is used on Source 2 Hammer, and all the other tools on (including Asset Browser itself).
== About ==
This brings up the About dialog which contains version and copyright information.
Hammer Instancing Menu

__NOTOC__
The Instancing menu contains various functions to manage instances and manifests. Manifest functions are part of the Instancing menu because Hammer accomplishes manifests by way of instancing selected parts of a map.
 
== Create New Instance From Selection ==
 
== Collapse ==
Collapses instances either by selection or all into the main map
== View Instances ==
;Hide
:If checked, hides all instances on the map.
;Show Tinted
:If checked, shows and highlights all instances on the map.
;Show Normal
:If checked, shows all instances on the map untintedly and without highlighting.
== Windows ==
File:InstancingWin.jpg‎
Not to be confused with the View Instances command. Windows opens and closes a window each for every instance on the map with the corresponding VMF file.
;Hide All Instances
:Closes all instances windows.
;Show All Instances
:Opens an instance window for each instance on the map.
== Create Manifest ==
Creates a Manifest file in the VMM format from the current map. All objects of the map will be moved into a so-called SubMap. For more information see Manifest.
== Version Control ==
== View Manifests ==
== See also ==
*L4D2 Level Design/VMF Instances- A Valve tutorial on how to use instances in Left 4 Dead 2. 
*Working with instances- A tutorial on how to use instances in Portal 2.
Category:Hammer Menus
Hammer Make Hollow Dialog

The Make Hollow command takes a selected object and generates walls out the shape, making it a hollow room.
The Make Hollow dialog will ask you to supply a value for wall thickness. Positive numbers will create the walls inward, and negative numbers will hollow outward. Each of walls that are created as separate solid objects, and are grouped together as one. You can Ungroup them to select and edit them individually. Several objects can be selected to Make Hollow at once, and the command will make separate hollow groups out of each of them.
To make an object hollow:
# Select an object or objects to Make Hollow.
# Choose Make Hollow from the Tools Menu, or press CTRL+H.
# Enter in a thickness value that you want the walls to be and click OK. A negative value will hollow outward.
# Ungroup the objects if you wish to edit the walls individually, or use the Toggle group ignore button.
Category:Hammer Dialogs
Hammer Map Menu

HMenu3_Map
The Map menu contains a number of functions related to the display of the map, as well as global viewing and manipulation of map contents and properties.
==Snap to Grid <Shift+W>==
Will cause objects and selection boxes to snap to the current grid.
==Show Grid <Shift+R>==
You can use this to toggle the grid display on and off. Objects will still snap to the grid if the Snap to Grid option is enabled, regardless if the grid is visible.
==Grid Settings <[> and <]>==
This allows you to increase or decrease the current Snap to Grid size. The current grid size is show in the status bar at the bottom of the Hammer window.
==Units==
This allows you to changes the units of measurement displayed in the Selection size information area on the status bar.
==Show Selected Brush Number==
This displays the brush number of the selected brush. You must select a single non-entity brush for this command.
==Entity Report...==
Opens the Entity Report dialog, which can be used to manage your entities and do quick searches for specific entities, providing an easy alternative to searching through your map manually.
==Entity Gallery==
Pastes a copy of every type of entity in the game data file into the current map. Mainly used for debugging purposes.
==Check for Problems <Alt+P>==
Opens the Check for Problems dialog that will analyze the map and notify you of any errors it finds.
==Diff Map File==
A feature used to compare differences between two maps. This feature is incomplete at the current time and has limited usefulness.
==Load Pointfile==
If your map is not totally sealed, the compile tools (vbsp.exe, specifically) will report a "leak" and generate a pointfile. A pointfile contains information Hammer can use to trace a line from one of the map's entities to the source of the leak. This is represented in the 2D and 3D views by a thick red line. The Load Pointfile command will open the pointfile data associated with the current map, if it can locate the file. If not, it will display an Open dialog that allows you to load the pointfile. The pointfile will have a .lin or [[.pts filename extension, depending on the game compilation tools you are using. See Leaks Explained for more information.
 The Load Pointfile command shows the path to the leak in the Hammer viewports.
==Unload Pointfile==
Use this command to remove the display of pointfile data from the 2D and 3D views of the current map file.
==Load PortalFile==
Loads the Prt file associated with the bsp and vmf, to view Visleafs with Hammer instead of using Glview.
==Unload PortalFile==
Same as above, but removes the file.
==Show Information==
This brings up the Map Information dialog, which gives you some statistics on the currently selected map file.
==Map Properties...==
This will open an Object Properties dialog box, containing different editable parameters for the current map file. This is also known as the worldspawn entity. The worldspawn is an entity that defines some characteristics of the world, including the map title and skybox. See worldspawn for more information.
Hammer Map View Toolbar

__NOTOC__
== 2D Grid==
Toggles the 2D grid -- gridlines that show up in the 2D Views. See Show Grid, and Grid Settings for more information.
== 3D Grid==
Toggles the 3D grid -- gridlines that show up on all brush solids in the 3D View.
== Smaller Grid, Larger Grid==
These decrease and increase the grid size. See Show Grid, and Grid Settings for more information.
== Load and Save Window State==
These buttons are used to save and restore window configurations when the Use independent window configurations option is being used.
Category:Hammer Toolbars
Hammer Materials Options

The Materials configuration tab (of the Hammer Options Dialog) controls are used to set textures that are available inside Hammer, and how they are displayed for each game configuration.
== Half-Life WAD list ==
This area contains a list of texture files and directories that have been added for use in Hammer for different types of game maps. Each entry in the list is a path for texture directories or a specific texture file. This section contains several buttons to add and remove entries from the list, described below.
=== Add ===
The Add button will bring up an Open dialog box from which you can select a texture .WAD file.
:
=== Remove ===
Clicking Remove will cause the selected texture .WAD to be removed from the list. This may be needed if you are running low on memory or you want to remove unused textures from the list.
== Materials ==
This area contains a list of material directories that will be excluded from loading when Hammer starts. You may want to do this to reduce the amount of memory that Hammer takes up, and to remove unused materials from cluttering the Texture Browser. You must restart Hammer for changes to the exclusion list to have an effect.
=== Add ===
The Add button will bring up an Open dialog box from which you can select a directory to add to the exclusion list.
=== Remove ===
Clicking Remove will cause the selected material directory to be removed from the list.
:
Category:Hammer Options Dialog
Hammer New Objects Toolbar

Category:Hammer Toolbars
The New Objects toolbar controls multiple facets of object creation within Hammer. Entities, prefabs, brushes – the creation of all of these can be controlled from here. The options available in the New Objects Toolbar reflect the category of object you are creating or editing – primitives, entities, or prefabs.
==toWorld <Ctrl+Shift+W>==
This function will remove any entity settings of the selected solid or group of solids. See [[Hammer Tools Menu#Move to World <Ctrl.2BShift.2BW>|Move to World in the Tools Menu]] for further details.
==toEntity <Ctrl+T>==
This function binds selected objects to create a solid entity. You need to switch to the Selection Tool to use this button. See [[Hammer Tools Menu#Tie to Entity <Ctrl.2BT>|Tie To Entity in the Tools Menu]] for further details.
== Categories ==
The contents of the Categories drop-down list changes the mode of the New Objects toolbar, depending on if the Block Tool or the Entities Tool is currently selected. These modes are listed below.
== Primitives Mode ==
When the Block Tool is selected, the Primitives category is available; it contains seven basic solid shapes in the Objects list:
#arch
#block
#cylinder
#sphere
#spike
#torus
#wedge
=== Faces ===
This text box becomes enabled if the Block Tool is active, and either cylinder or spike is the current object type. The value (which can be changed by either the keyboard or the adjacent buttons) represents the number of side faces the cylinder/spike will be created with.
== Entities Mode ==
When the Entity Tool is selected, the Entities category is available; it contains a list of point entities that can be placed. The Entity Tool is used to place point entities.
== Prefabs Mode ==
When either the Entity Tool or the Block Tool is selected the prefab library names will be listed here.
 
=== Insert Original Prefab ===
Inserts the selected prefab into the center of the active 2D view. You can also use the Block Tool to insert a prefab and scale it simultaneously.
=== Create Prefab <Ctrl+R> ===
This will let you turn a selected object into a prefab object, which will be easily reusable.
* See Prefab for information on creating and placing Prefab objects.
== Objects ==
This list contains all objects that belong to the chosen category. For the Primitives category, the list contains the primitives types. For the Entities category, the list contains all entity classes available. For the Prefabs category, the list contains all objects in the selected prefab library.
== See also ==
* Entity
* Prefab
Hammer New VisGroup

Category:Hammer Dialogs
This dialog allows you to place the selected objects in a existing VisGroup, or make an new VisGroup to contain the selection. Visibility Groups, or VisGroups, are a way to group objects in layers to organize and manipulate them. The primary purpose for VisGroups is to hide pre-defined sets of objects for speed and organizational reasons. For more information on VisGroups, see Grouping and VisGrouping.
== Place object in exisiting VisGroup ==
Displays a tree control listing of the VisGroups already defined in the current map. Click a VisGroup in the list to select it, and the selected objects will be placed in that VisGroup after you press OK.
== Create new VisGroup ==
Click the radio button next to this option, then type in a VisGroup name in the accompanying text field. A new VisGroup with that name will be created, and the selected objects will be added to the VisGroup.
== Remove objects from all other VisGroups ==
Checking this box will remove the selected objects from all other VisGroups. They will only be included in the VisGroup selected in the dialog box.
== OK ==
Closes the New VisGroup dialog box and applies the selected changes to the current selection.
== Cancel ==
Closes the New VisGroup dialog box without making any changes to the current selection.
Hammer Paste Special Dialog

Hammer's Paste Special dialog can help you paste a copy of any objects in the clipboard into the current file, using special placement information entered into the dialog box. This allows multiple pasting of the clipboard contents with offsets and rotations. This relieves the work in creating an object that contains many identical elements. For instance, to create a picket fence you can make one rail, then copy it multiple times with an offset for each new rail.
==Options==
* Number of copies to paste: This value controls the number of new copies that will be created by the operation.
* Start at center of original: In the default On position, offsets and rotations are relative to the location and rotation of the original item in the clipboard. With it off, the new objects will be created relative to the center of the two previously selected windows.
* Group copies: Turning this on will group all resulting objects together. The default for Group copies is off.
* Offset (accumulative): The three boxes here allow offset values for the X, Y and Z axes. With each additional paste, the next object will be offset from the previous one by these values which are given in map units. The '<' buttons beside each box will automatically insert values according to size of the selection in the clipboard.
* Rotation (accumulative): These settings work in the same fashion as the Offset values, except that they apply rotation with each successive paste.
* Make pasted entity names unique: Every pasted entity will get a unique targetname. If you copy 2 entities which have I/O connections to each other, the targetnames used in the connections will change too.
* Add this prefix to all named entities: Named entities will get this prefix added to their targetnames. Again, if you copy 2 entities which have I/O connections to each other, the targetnames used in the connections will change too.
==An example==
To create a staircase using Paste Special:
# Create a solid shape to be used as a single stair.
# Position the stair where you would like the staircase to begin.
# Select Copy from the Edit Menu.
# Select Paste Special from the Edit Menu to bring up the dialog.
# Enter the number of additional stairs you wish to create in the Number of copies to paste field. The total should not include the original selection -- if you want thirty total stairs, enter twenty-nine in this field.
# Under the Offset section, click the arrow next to Z to read in the height of the stair. Increase this value for a steeper staircase
# Click the arrow next to X or Y, depending on which direction your original stair faces.
# Make sure Start at center of original is selected, so that the copies are aligned to the original stair. Select Group copies if you wish the duplicates to be grouped together.
# Press OK to create the stairs.
Category: Hammer Dialogs
Hammer Replace Dialog

__NOTOC__
This dialog allows you to type in an text string to search and replace inside the current map. All matches for the text string will be replaced by the text you provide.
== Find what: ==
The text to search for.
== Replace with: ==
The text that will replace the text entered in the Find what field.
== Find Next ==
Clicking this button will select the next entity that meets the search criteria in the Find what field and center it in the viewports.
== Replace ==
Clicking this button perform the text replacement on the currently selected entity.
== Replace All ==
Clicking this button perform the text replacement on all entities that match the search criteria.
== Cancel ==
Closes the dialog without performing any search.
== Whole words only ==
Potential matches must share the exact words as the search text. For example, typing in "ZombieFire" would find matches with "ZombieFire", but "Zombie" would not.
== Case Sensitive ==
Potential matches must share the same capitalization as the search text. For example, typing in "ZombieFire" would find matches with "ZombieFire", but "zombiefire" would not.
== Find in ==
Defines the scope of the search. When Selection is chosen, only makes objects selected will be searched and changed. Entire file makes changes to all matches in the map, regardless of what is selected. With Visible objects only enabled, only objects that are currently visible will be changed -- QuickHide objects and objects in VisGroups that are currently hidden will not be changed.
Category:Hammer Dialogs