hammer help

hammer help

Hammer Mapping — Page [1]
headtanner
2009 Jan 25 • 32
here is three questions to hammer mapping that i could not figure out

1)how to roughly work out the size of a ct or t so its easier to size the map
2)is there a way to edit existing maps?
3)is there a way to directly draw things in the map (add graffiti using hammer)

thank you very much for reading
looking forward to see the answers
Learn From Yesterday, Live for Today, Hope for Tomorrow
 
 
 
2009 Jan 27 at 16:53 UTC — Ed. 2009 Jan 27 at 16:53 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
1) The size of the info_player_start is the approximate size of a player. But only the approximate.
Otherwise something is at eye-level if it's at the height of somewhere around 45 units if I remember correctly.

2) Well, if you can get the .map or .rmf of it then yes, just download it and open it. If you only have a .bsp then things get a little bit harder. You can decompile the map using e.g. bsp2map but it will probably result in something that will shorter your life-span.
Which map do you want to edit anyway? Maybe someone has a rmf or map file.

3) You can use decals (tell hammer to use the decals wad - something like C:\Counter-strike\Valve\decals.wad), then select a texture that starts with a { and has a white background, then use the 'apply decals' tool in hammer and click where you want your decal to be.

If you can't find the decal you would like, you can create the texture yourself (but it will NOT be a decal then) using wally as it says in the FAQ. So if you want graffiti on the wall, then first load the wall texture into wally, then paint the graffiti on it and save it as a different texture.
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Jan 27 at 17:15 UTC — Ed. 2009 Jan 27 at 17:19 UTC
headtanner
2009 Jan 25 • 32
Thankyou for replying and it was very usfull

But for number two do you have any recomended sites for maby downloading the .map or the .rmf file? Also by shorten the lifespan mean takes a long time and anyoing?

And for number three is there a easier way to stright draw onto the wall but not read from a .wad file or do i have to read from the wad file

Thanks man u make life alot easier for me
Learn From Yesterday, Live for Today, Hope for Tomorrow
 
 
 
2009 Jan 27 at 17:56 UTC — Ed. 2009 Jan 27 at 17:58 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
 
2009 Jan 27 at 18:55 UTC
eDan Co.
Mighty Typist

Real Live Hands-On Rabbi Medal
Consolation Medal
2007 Sep 24 • 2921
252 ₧
A player is approx. 64 units high. Every unit is one inch exactly.
May contain traces of invisible text.
 
 
 
2009 Jan 27 at 19:06 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
A player is 73 inches tall and 32 inches wide. This means a passage has to be 32.00001 inches wide to fit through it.

When ducking, players are 37 inches high.

But: the models do NOT line up with this at all. The standing animation is too low and the ducking animation is way, way too high. That's why you can duck under a thin 37-inch high plank and people can see your head pop through it.
 
 
 
2009 Jan 27 at 20:09 UTC — Ed. 2009 Jan 27 at 20:11 UTC
Down Rodeo
Cap'n Moth of the Firehouse

Find the Hole II Participation Medal
2007 Oct 19 • 5486
57,583 ₧
 
 
 
2009 Jan 27 at 21:02 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
Actually with no.1 I quoted a twhl tut when saying something appears at eye-level when it's about 45 units high.
Also it says that you can pass underneath a 37 unit passageway (crouched) and 73 unit passageway (standing), and also through a 33 units wide passageway.

Oh and on twhl it says that one unit does not equal anything (meaning that it's not an inch, cm, mile or anything else). Now I don't know anymore what to believe...

As for no.2, no I don't know the site but edan or straw should know it. And decompiling itself is an easy process, the problem is that as a result you get a nightmarish .map file. By that I mean most brushes are divided into many smaller brushes and stuff like that (which basically makes the map unplayable because of face-splitting. Maybe...). Fixing it takes like forever.
Anyway, you still haven't told me which map you want to edit...
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Jan 27 at 21:35 UTC — Ed. 2009 Jan 27 at 21:39 UTC
SuperJer
Websiteman

2005 Mar 21 • 6673
Mate de Vita said:
Oh and on twhl it says that one unit does not equal anything (meaning that it's not an inch, cm, mile or anything else).

That doesn't even make sense. It has to equal something. And since players are 72 units (at 1 unit=1 inch, 6 feet) tall I'm going to go ahead and say a unit is an inch. Or close enough anyway.


Down Rodeo said:
So that means that the physics model and the hitbox don't match then?

Yes. Player movement physics and hit-boxes do not match. At all.
 
 
 
2009 Jan 28 at 00:59 UTC — Ed. 2009 Jan 28 at 01:00 UTC
SRAW
Rocket Man

2007 Nov 6 • 2525
601 ₧
the models are just.. models u know, like i was playing zombie plague and put the zombie model as beer cans !!! AHHHH ATTACK OF THE CANS
Free Steam Games
 
 
 
2009 Jan 28 at 04:39 UTC
Mate de Vita
Kelli

2008 Oct 4 • 2453
159 ₧
@superjer by saying I don't know what to believe I of course meant that I believe you instead of as straw put it:
STRAW said:
tat gay twhl website
...and that's the bottom line because Mate de Vita said so.
 
 
 
2009 Jan 28 at 17:52 UTC — Ed. 2009 Jan 28 at 17:52 UTC
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