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Hammer 3D Views Options

Category:Hammer Options Dialog
The 3D views configuration tab (of the Hammer Options Dialog) contains several options that effect the display and behavior of the 3d view windows.
== Performance ==
=== Back clipping plane ===
This setting can drastically improve your performance in the 3D view by not showing (clipping) objects beyond a certain distance from the camera viewpoint. This sets the distance in units at which Hammer will stop drawing in it's 3D view. If you are finding the 3D performance to be too slow, set this to a lower value. It has no effect on the compiled map running in the Source Engine.
=== Filter textures ===
When this feature is enabled, bilinear filtering is done on textures resulting in a smoother non-pixelated look when viewed closeup. Disabling this may result in a speed increase on older video cards.
=== Animate Models ===
Checking this box will enable models with animations to be previewed in Hammer. It has no effect on the compiled map running in the Source Engine.
=== Model Render Distance ===
The distance in world units at which models will render as 3D mesh models in Hammer. Models outside this distance will render as simple bounding box shapes. Decrease this distance to improve Hammer rendering performance. It has no effect on the compiled map running in the Source Engine.
== Navigation ==
=== Use mouselook navigation ===
When this is enabled, "mouselook navigation" will be available. The "z" (lowercase z) hotkey toggles this mode on and off. While on, moving the mouse will change the camera orientation in the 3D View, and the "WASD" keys can be used for forward, left, backward, and right movement.
=== Reverse mouse Y axis ===
When you are using the mouse to navigate through the 3D view, if this is enabled pulling the mouse backwards will cause the view to look upward, and moving the mouse forward will cause the view to look downward.
=== Forward speed ===
You can set the maximum forward movement speed here when using the "W" key for forward navigation.
=== Time to top speed ===
This is the amount of time it takes to go from 0 to the above maximum movement speed (basically this sets the acceleration).
== General ==
=== Reverse selection order ===
User's of some video cards may find that when selecting objects in the 3D view, the furthest object will get selected rather than the one you clicked on. If you experience this problem, enable this to reverse the selection order.
== Options Beyond Limit ==
The max value for the back clipping plane and other, such as model render distance, is not enough to cover the whole map size (in Source). Sometimes this is needed for visibility when making big maps. You can follow this tutorial on how to achieve this.
Hammer 5 Tools

is a suite of tools developed to optimize various mapping and editing processes within the environment. Detailed documentation is available here.
== Tools ==
Hammer5tools loading editor 01 demo.jpg|Loading Editor: With this tool, you can add images, descriptions, and icons to the loading screen.
Hammer5tools soundevent editor 01 demo.png|SoundEvent Editor : 	A tool for more comfortable sound editing within the game.
Hammer5tools batchcreator 01 demo.png|BatchCreator: Allows you to edit multiple files with the same parameters at one time. For example, if you have a modular set with 15 models, it is tedious to use the default Model/Material Editor, but with BatchCreator, you can do it all with one click.
Hammer5tools hotkey editor 01 demo.png|Hotkey Editor: Edit default keyboard shortcuts and add your own!
Hammer5Tools qsAhC58g1F.png|SmartProp Editor: A tool that helps with smartprops creation in the game.
==Other==
 Documentation
Category: Third Party Source 2 Tools
Hammer Arch Properties

Category:Hammer Tools
The Arch primitive allows you to make complicated curved arches or circular staircases simply and quickly. The graphic preview gives an approximation of how the final arch will look with the settings chosen.
== Preview ==
This button will redraw the graphic preview of the arch using the current settings.
== Wall width ==
This is the width of the individual pieces of the arch. You can extend the arch walls outward by using a negative value here.
== Number of sides ==
You can enter a value here between 3 and 100.
== Arc ==
This is the number of degrees the arch will span. You can enter a value here that is between 8 and 360.
== Circle ==
This button sets the Arc field to 360, which will generate a circular arch.
== Start Angle ==
This lets you adjust the angle of the arch pieces, by setting the degree that the first piece is created:
== Add Height ==
This allows you to make a stepped arch (like a circular stairway). Positive values create steps upward, and negative values downward. The steps increase or decrease in a clockwise manner:
It's also possible to reverse the direction of the rotation of the steps by using the scale tool and setting a value of -1 for an axis that is not the axis along the staircase (e.g. if you make a spiral go up, its axis is the z-axis, and a value of -1 for Scale in X or Y will reverse the direction that the stairs travel.
== Problems ==
==See also==
* Block Tool
* New Objects Bar
* 2D Views Options
* Creating a Curved Hallway
Hammer Block Tool

This is the basic brush creation tool in Hammer. The Block Tool allows you to create some different types of primitive shapes, and it is also used to place prefab objects. Once selected, the New Objects toolbar will contain a list of objects from which to choose.
==Creating Brushes==
Creating brushes is quite simple. The process always follows the same four basic steps:
# Select the Block Tool.
# In the New Objects Bar, select the shape in the Objects selection box. There are multiple options, such as Block, Wedge, and Cylinder. See the Primitive page for a full list and visual examples.
# Drag a box in a 2D view, making sure it is the correct size and in the correct position in each of the views.
# Press Enter to create the solid (or, alternatively, click the right mouse button and select Create Object).
==Inserting Prefabs With the Block Tool==
Using the Block Tool, you can also place a prefab while scaling it to a new size. (To place a prefab object while retaining its original size, it is better to use the Entity Tool instead.) See Prefab for more detailed information on creating and inserting prefabs.
==See also==
* Inserting Prefabs
* Basic Construction
Category:Hammer Tools
Hammer Build Programs

Category:Hammer Options Dialog
The Build Programs tab (of the Hammer Options Dialog) lets you specify all the executables for each game configuration to compile maps. These directories are used when running the Run Map command.
=== Configuration ===
Allows you to pick one of the preset game configuration profiles (Half-Life 2, Counter-Strike: Source, etc.), or custom profiles you've created, for which you wish to edit the properties. Game configurations are created in the Game Configurations tab. The information in the Build Programs tab reflects the currently selected configuration profile.
The Build Programs options allow you to setup configuration specific compile programs.
* Game executable - This should be the Half-Life 2 executable file (hl2.exe). Simply browse to your Half-Life 2 folder, select hl2.exe, and press the Open button. The value entered here links to the $game_exe variable in the Expert Compile mode.
* BSP executable - As above, for the Vbsp program. The value entered here links to the $bsp_exe variable in the Expert Compile mode.
* VIS executable - As above, for the Vvis program. The value entered here links to the $vis_exe variable in the Expert Compile mode.
* RAD executable - As above, for the Vrad (lighting) program. The value entered here links to the $light_exe variable in the Expert Compile mode.
=== Place compiled maps in this directory before running the game ===
This is the directory Hammer will copy the compiled map to once the it is complete. This is also sometimes called the .BSP directory. You can either type a the directory path, or use the Browse button to interactively select the directory. The value entered here links to the $bspdir variable in the Expert Compile mode. In the normal compile mode, this indicates where the compiled map will be placed.
== See also ==
*VBSP
*VVIS
*VRAD
*Hammer Run Map Normal
*Hammer Run Map Expert
Hammer Camera Tool

The Camera Tool allows you to place and modify cameras within your level. While in camera mode, hold and left-click and drag in any 2D view to create the camera. A line with a dot (the view point) will be drawn in the 2D views. You can adjust it until it is pointing in the direction you'd like by Left-clicking and dragging on the dot to reposition the camera viewpoint. Click and drag at the end of the line to move the target that the camera is looking towards. Hold down to move the both camera points simultaneously. To place more than one camera in a level, repeat the above steps.
Cameras are good for helping you visualize the creation of your level. They are especially useful when using the , as they allow you to see exactly what you are doing to a brush. You will also find multiple cameras especially useful if you are working on several areas of a level at once. Placing a new camera in an area negates the need to search for that area when you want to work on it again. Additionally, cameras are useful if you want to take multiple pictures of an area from the same exact spot.
== Using Multiple Cameras ==
There are a number of options available to you when using multiple cameras. You must have the selected to take advantage of these:
* — Cycle up to the next camera position.
* — Cycle down to the last camera position.
* — Delete the current camera position. If you delete the last camera position, a new one is automatically created at the origin of the map grid.
* — Hold and click-drag with the left mouse button to create a new camera.
== Creating New Cameras ==
To create a viewpoint camera:
# Select the .
# Hold down and drag a line in any 2D view.
# Click and drag the circle to move the camera position in any 2D view.
# Click and drag the end of the line to move the position the camera is pointing at.
== See also ==
* Hammer Viewports
Category:Hammer Tools
Hammer Check For Problems Dialog

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Opening this dialog will cause Hammer to run through your map and notify you of any errors it finds.
When you select one of the errors, the entity/solid will be highlighted (if applicable) and three options become available to you:
== Go to error ==
This button will center the 2D and 3D views on the object that the error is referring to.
== Fix ==
This button will attempt to fix the currently selected error.
== Fix all (of type) ==
Using this button will fix all errors of the selected error type.
== Check visible parts of the map only ==
When this is selected, errors related to objects in hidden Visgroups will not be shown in the list.
== Common errors ==
; Invalid solid structure
: The solid has invalid structure, probably as a result of vertex manipulation. What this means is that the solid is not convex in every plane. You will need to either fix it, or if this is not possible, rebuild it.
; Solid Entity (entity_name) is empty.
: This solid-entity contains no solids. Fixing the error deletes the entity.
; Entity (entity_name) has unused keyvalue "key_name".
: The entity contains keyvalues (variables) that are not used in its class. You can fix this error with the Fix button. Note that this error will pop up if you are taking advantage of custom compile tools which add keyvalues to entities, but you are not using an FGD file that has these special keyvalues listed.
; There is no player start.
: There is no info_player_start entity in the map. This error could also occur if you are using the Edit Cordon Bounds tool, and the player start entity was not inside the cordon area marked. If no player start point was created, use the Entity Tool to create one.
== See also ==
* Optimizing and Checking Your Map
* Controlling Geometry Visibility and Compile Times
* Compile Errors
* Troubleshooting Level Design
Category:Hammer Dialogs
Hammer Clipping Tool

The Clipping Tool allows you to slice the currently selected brush using clip planes. Clip planes enable you to precisely make a cut in a solid, leaving you the option to keep either or both parts of the resulting two solids. It is in some ways quicker and more efficient than carving or vertex manipulation. You have the option of only splitting the brush, or actually slicing a piece right off.
To use the Clipping Tool to slice an object with a clip plane:
# Select the object to be clipped using the Selection Tool.
# Select the Clipping Tool on the MapTools toolbar.
# Drag a line across the selected object. This is the clip line. The part of the object to be kept will be highlighted in white lines. Cycle through the clip modes by clicking on the Clipping Tool icon.
# When you are satisfied with the potential resulting object, press the key to perform the clip.
== External links ==
* - a tutorial on using the Clip tool to cut a hole in a wall.
Category:Hammer Tools
Hammer Compile Freezes

Category:HammerCategory:Level Design FAQ
The compile has likely not actually frozen, it's actually just taking a very long time for your map to compile. Although complex maps can often take a long time to compile fully, this is usually the sign of an poorly optimized map. In general, long VVIS compile times are much easier to reduce than VRAD.
See Controlling Geometry Visibility and Compile Times for suggestions of ways to optimize your map and decrease compile times.
See Lightmap to reduce compile times.
Hammer Decal Tool

The Apply Decals tool is used to place decals upon objects. A decal is a texture that can be placed on top of another texture, combining the two. Common examples include scorch marks or bullet holes. Use Apply Decals to place a decal in the 3D window. Each usage of Apply Decals creates a special decal entity that projects the decal texture onto other nearby solid surfaces. These decal entities can be moved around in the world, and will appear on any objects they cover.
Decal textures can be viewed and selected in the Textures window. 's decal textures are all stored in , whereas most games store their decals in the /decals, /overlays, or /signs folders. Decals are created by clicking on surfaces in the 3D view, and can be moved or deleted in the 2D views.
To place a decal:
# Select the Selection Tool as the active tool.
# Activate the Apply Decals mode by clicking on the button.
# Click Browse on the Texture Toolbar and pick a material for the decal from the Texture Browser.
# Turn on 3D Texture Polygons mode, so you can see the texture you are placing the decal upon.
# Click a solid surface in the 3d view to place the decal.
# Click-drag the new decal object in any 2D view if you wish to move it.
# Deactivate the Apply Decals Tool when you are finished creating decals.
== Decals Versus Overlays ==
Individual decals are relatively inexpensive to render and can be used to add detail, break repetition, and create effects you cannot with standard textured surfaces alone. Decals however have a limitation in the fact they are always the same size and you have no control over orientation as it is decided by the face underneath the decal. Overlays allow those features but have a (slightly) higher cost to render. For most cases, overlays should be used instead of decals. The main advantage of decals is their ability to be enabled and disabled via inputs.
== Performance ==
While decals are generally inexpensive, they can affect performance significantly if improperly used. Decals are rendered on top of surfaces they are applied to, and generate alpha blended polygons for each surface they are projected onto. Be careful about overlapping decals on top of each other, or on top of other expensive materials, as this is increasingly costly to render. Large numbers of decals covering large amounts of screen space can be expensive.
== See also ==
* Creating Decals
* Hammer Overlay Tool
* 
* 
Category:Hammer Tools
Hammer Edit Menu

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==Undo <Ctrl+Z>==
This is the standard Undo command. You can set the number of successive Undo commands Hammer stores using the Undo Levels setting in Options dialog box.
==Redo <Ctrl+Y>==
This allows you to Redo a command that was mistakenly undone using the Undo command. The number of Redo levels is the same size as the Undo levels.
==Disable Undo/Redo==
In certain situations, it may be necessary to disable the Undo/Redo function. For example, if you are doing something that will require a rather large amount of system memory, such as deleting a large portion of your map. It is also probably a good idea to save your map before you do this – if you make a mistake, you will no longer be able to Undo it.
==Find Entities... <Ctrl+Shift+F>==
Opens the Find Entities dialog, which allows you to do a text search for a particular entity in the map.
==Replace... <Ctrl+Shift+R>==
Opens the Replace dialog, which allows you to do a search and replace for a text string in the map.
==Cut <Ctrl+X>==
Deletes the currently selected object(s) from the file, and moves a copy of them into the Windows clipboard. You can store only one set of objects in the clipboard at one time, and the current clipboard is lost when you exit Hammer.
==Copy <Ctrl+C>==
Copies the currently selected object(s) into the Windows clipboard without removing the original. You can store only one set of objects in the clipboard at one time, and the current clipboard is lost when you exit Hammer.
==Paste <Ctrl+V>==
Pastes a copy of any objects in the Windows clipboard into the current file. The objects will be offset from their original location, so you are able to identify the duplicates.
==Paste special...==
Opens the Paste Special dialog, which allows multiple pasting of the clipboard contents with offsets and rotations.
==Delete <Del>==
Selecting Delete removes the currently selected object from your map.
==Clear selection <Shift+Q>==
This will clear the current selections without altering any objects.
==Select all==
This will select all visible objects in the current map. This can be used to rapidly delete, move, or copy objects or to create VisGroups.
==Properties <Alt+Enter>==
This will bring up the Object Properties dialog for the currently selected objects. The Object Properties dialog box is the primary method of modifying entity properties. It also allows you to adjust VisGroup properties for one or many brushes. For non-entity objects, only the VisGroup tab will appear in the Object Properties dialog box.
Category:Hammer Menus
Hammer Edit Visgroups Dialog

This dialog allows you to edit the name and color of a VisGroup, as well as add and remove new VisGroups.
=Groups=
This is a listing of existing VisGroups. Different sections can be collapsed using the tree controls.
=Name=
This field contains the name of the currently selected VisGroup. You can rename the selected VisGroup by typing a new name here, or editing the existing one. VisGroup names can also be changed by clicking on the group in the Groups list, waiting a moment, then clicking on it again.
=Color=
All objects in a VisGroup share a common color in the 2D views, and in the 3D views in solid and wireframe modes. The VisGroup color has no effect on the color of the objects in the game, or in the textured 3D view.
Clicking this button brings up a color selection dialog. Select a color and click OK to assign the color for the objects in the VisGroup.
=Remove=
Removes the selected VisGroup. Any objects in the VisGroup will have all VisGroup assignments removed, but otherwise unchanged.
=New Group=
Creates a new group. Rename the group by typing in the Name field.
=Close=
Closes the Edit VisGroups dialog.
For more information on VisGroups, see Grouping and VisGrouping.
Category:Hammer Dialogs
Hammer Editor Out of Resources

Editing levels with the Valve Hammer Editor can take a large amount of system resources, especially when browsing large amounts of models and textures. Increasing the amount of system memory (RAM) can improve performance, but crashes are often a sign of some type of hardware issue (bad memory, hard drive, power supply, etc.).
To avoid running out of resources on systems with insufficient RAM, avoid scrolling through the entire texture browser, as this will load large amounts of materials. You can also close and re-open the Hammer editor to free up resources. You may not be able to work on larger-scale maps on a system with low resources.
A third option is to download a small tool whose purpose is to clean up memory at regular interval or simply on demand. This will clean your memory by emptying it of all cached textures and models. You can type the expression "RAM Memory Optimizer Cleaner" in a search engine to find one.
Category:Source SDK FAQ
Hammer Entity Report Dialog

The Entity Report can be used to manage your entities and do quick searches for specific entities, providing an easy alternative to searching through your map manually. It can be opened by going to the top toolbar and clicking Map, then Entity Report...
=Entities=
This box lists the entities in your level based on what is specified in the Filter section. You can select a single entity, or multiple entities by -clicking or -clicking. Selecting an entity in the Entity Report also selects it in the 2D and 3D views. With entities selected, you can use the buttons to the right: Go to, Delete, and Properties.
=Go to=
Centers the 3D and 2D views on the selected entities.
=Delete=
Deletes the selected entities.
=Properties=
Opens the Object Properties dialog for the selected entities.
=Filter=
Here you can specify filters so the only certain entities are displayed in the Entity Report list. You can choose whether all types of entities will be displayed, or only brush or point based entities. Hidden entities will be displayed if the Include hidden objects option is enabled.
When searching for a specific entity or group of entities, it will be convenient to use the search By key/value or search By class. While searching By key/value, entities with partial matches will be shown unless the Exact checkbox is checked. Note that these key/value pairs are the ones you see when you turn off SmartEdit.
Category:Hammer Dialogs
Hammer Entity Tool

This tool allows you to place point-based entities in a map. Point-based entities are those entities which exist only at a point, and do not rely on a brush for their effect.
Once the Entity Tool is selected, the New Object toolbar will contain a list of entities from which to choose. Select an entity from the list, then click on one of the 2D views and press to place the entity. Clicking on a brush object in the 3D view will immediately place the entity on the brush surface at the location that was clicked.
If Snap To Grid is enabled, new entities placed in the 2D views will be snapped to the grid.
==Prefabs==
The Entity Tool can also be used to place prefab objects when a prefab library is selected as the category in the New Object toolbar.
==See also==
* Entity creation -- information on creating both point and solid entity types.
Category:Hammer Tools