Forum posts

Posted 8 years ago2016-02-08 20:05:10 UTC
in Best/Most-Used "Game" for Maps Post #328777
So, to be clear: creating a map in Source SDK 2013 Singleplayer should be able to be loaded into different games right? (For instance GMod or HL2).

I'm going to check this out today, because I seem to recall the last time I tried installing Hammer I had a bunch of problems.
Posted 8 years ago2016-02-08 07:13:37 UTC
in Best/Most-Used "Game" for Maps Post #328768
I haven't made a post on this site in a long time. Okay, so:

I'm trying to get back into making maps. For right now, I'm focusing more on creating maps based around aesthetics-only (where "level design" doesn't really need to be focused on). The last time I tried using Hammer, I kept getting a ton of error messages and found that this guide to setting up a "catch-all source-2013" Hammer start-up (http://steamcommunity.com/sharedfiles/filedetails/?id=187235526). Do you have any recommendations or perhaps better places to start? I'm not exactly sure that this setup is ideal, given that it seems a bit backwards.

I lost track of the point of this post while writing it, sorry everybody, but TL;DR: what is a good place to start for setting up Hammer as a map-making tool? Should I use a specific game/version of the sdk? etc.
Posted 9 years ago2015-07-30 02:30:16 UTC
in Source SDK Hammer Dimensions Problem Post #326585
@JeffMOD wow, thanks for the info, that helps a lot.

And yes, I've read through a lot of those measurements, I guess it was mainly for width and height in relation to the player's view that I was particularly troubled. And just to be clear, by "trims" what exactly are you referring to? Like, details in architecture for example?

Anyway, thanks for the help, I appreciate it. I'll try to keep working with tutorials and such so that I don't keep posting for help, but I've been looking for an active mapping community for some time.
Posted 9 years ago2015-07-30 00:43:14 UTC
in Source SDK Hammer Dimensions Problem Post #326583
Hi there. This is my first post on this website. I'm a novice when it comes to working with the Source SDK but I'm trying to learn some stuff and start making (more) maps.

I tried to search for this issue, but didn't find too much, so I apologize if this has been tackled a while ago. One thing I noticed about the source engine is that working with dimensions is difficult. On the Valve Developer Community site, information was released about 1 Hammer map grid being the equivalent of .75 of an inch. I attempted to recreate some real-life areas in game, but that ratio doesn't really work. Possibly due to FOV, in-game objects look very thin and tall, and objects (such as doorways) have awkwardly small collisions (as in, it's difficult to pass through doorways without going directly in the middle of the space). Valve also claims that the normal door surface area is 108 x 48 map grid units, which seems strangely wide and tall while looking at it in game.

Apologies for the anecdote here, but I'm wondering if there is some commonly used real-life to in-game measurement ratio, or if mappers typically ignore the VDC measurements in favor of newer or better looking ones. I've noticed a lot of maps tend to have large doorways, perhaps to compensate for this sort of thing.

TL;DR: is there an easy way to figure out the scale of in-game environments in relation to the player's view, FOV, and height? And also are there any useful ratios for real world to in-game measurements?

Edited to correct for missing words.