Sledge (Hammer Alternative) Alpha Build Created 11 years ago2013-07-27 02:24:39 UTC by Penguinboy Penguinboy

Created 11 years ago2013-07-27 02:24:39 UTC by Penguinboy Penguinboy

Posted 9 years ago2015-06-14 09:11:43 UTC Post #325943
Thanks! I really liked the scrollbars because they were very precise.. But, those will work..
Posted 9 years ago2015-06-17 04:43:24 UTC Post #326004
The middle mouse button on my M510 is failing soon as I started middle-clicking in Sledge. Coincidence? I THINK NOT :D
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-06-19 19:39:45 UTC Post #326033
Penguinboy, ever thought of implementing rotatable grid?
Posted 9 years ago2015-06-20 02:54:43 UTC Post #326035
Yes, but it was hard, so I didn't do it >_>
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2015-06-20 04:44:29 UTC Post #326036
For what porpoises Bruce?

Maybe you could stick to cardinal rotations, i.e., 90/180/270 rather than a free-rotating one? might make it easier to layout/visualize some stuff in 2D i guess
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-06-20 04:51:26 UTC Post #326037
Rotating grid, not viewports, I understand. As in rotating the grid but not the level geometry.
Posted 9 years ago2015-06-20 19:26:36 UTC Post #326038
for building stuff at weird angles
Posted 9 years ago2015-06-20 23:05:32 UTC Post #326040
Each time you rotated the grid, then would not anything line up with your previous work? When I can almost see a benefit to this, my brain quickly thinks of easier way to do it without rotating the grid, e.g., build the thing in on the regular grid and den rotate it to whatever angle, keeping the pieces always lined up using
paste special
.

Using Sledge or a HLFix-enhanced Hammer, there are many more tricks available to you to make complex stuff. For one you can more accurately line up complex parts and pieces of objects sometimes by disabling the grid altogether(with no visible gaps in game). Another is you can scale/skew/rotate/lathe things to your hearts content with no problems post compile, especially in Sledge :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-06-21 02:25:52 UTC Post #326045
some things might line up, math is full of secrets
Posted 9 years ago2015-06-29 12:55:52 UTC Post #326140
A quick question: I've decided to give Sledge a chance again, and I noticed auto-selection is off by default. I can't seem to find any option to toggle on auto-selecction, so my question is; How do I enable auto-selection (selection with selection and vertex tool without having to press enter)?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-06-29 13:02:12 UTC Post #326141
This is the setting:
User posted image
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2015-06-29 15:18:03 UTC Post #326142
Ahh, it's in the general options menu... I'm so used to having that either in the 2D view manu or the toolbox at the top of the screen.

EDIT: Is there an option to align created solids to the currently selected viewport? If there is I can't seem to find it. It would be very usefull when working with cylinders and non cubical shapes (to create pipes that run along walls and stuff).
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-07 16:55:29 UTC Post #326245
So.. how realistic is VR support PB?
I know it's very, very early on and Sledge probably isn't in a good enough state to start fiddling about with VR..

but honestly the idea of level creation whilst being able to physically manipulate rooms and brushes with your own hands sounds.. amazing. Also a sense of depth to what you are building.
Instant Mix Instant MixTitle commitment issues
Posted 9 years ago2015-07-08 08:21:58 UTC Post #326251
That's very incredibly unlikely :P

Considering that'd be SO MUCH (seriously, so much) work, for something that's probably a gimmick or toy tech demo at best.
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2015-07-08 10:59:10 UTC Post #326254
pengy pls
User posted image
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2015-07-08 11:42:44 UTC Post #326256
That's very incredibly unlikely, unless you do it :P
FTFY (what with this being open source and all).
Jessie JessieTrans Rights <3
Posted 9 years ago2015-07-10 18:51:36 UTC Post #326276
Hey Pengy, I've got an idea. It might be useful.

What about adding something that shows the degrees of the brushes' lines in the 2D views? That would be useful to help us aligning the texture to the faces.
The degrees should be shown only when we select a brush, a group of brushes or a brush entity.

Basically, we might use that to achieve something like this.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-07-11 12:06:41 UTC Post #326283
Speaking of VR, does anyone remember that video that someone posted a link to on TWHL a few years ago? I'd guess it was 2009 at the latest. It was about guy creating a street in an immersive VR environment. There's a girl in a coma and she's supposedly in some kind of induced dream, and the guy's making the street as an environment for her to walk through.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2015-07-11 19:41:00 UTC Post #326286
I don't. I'd like to see that.
Posted 9 years ago2015-07-12 06:38:13 UTC Post #326298
It's been a few months since I last dropped in here. Is source supported yet?
Posted 9 years ago2015-07-12 17:19:10 UTC Post #326319
I know exactly what video you are talking about TJB, and that's exactly what I was thinking of in my head when typing that post. I can't remember for the life of me what it was called
Instant Mix Instant MixTitle commitment issues
Posted 9 years ago2015-07-12 19:01:35 UTC Post #326327
Trying it out, really love the better selection when clicking in 3D mode, but no scrollbars is pretty obtuse for me. Also, I liked the animate models feature of the fan-made Hammer 3.5.1 I was using before
Posted 9 years ago2015-07-12 19:09:57 UTC Post #326328
Who on earth uses scroll bars on... anything in 2015?? We've had middle click for near-enough twenty years.

Hey Stormy, how's 'lopers doing? Haven't visited in aaages! No Source support yet, but it's coming.
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-07-12 19:20:19 UTC Post #326329
I fear change
Posted 9 years ago2015-07-13 14:08:14 UTC Post #326355
Archie, if you use the mousewheel in Hammer, it will just zoom or unzoom the view at specific sizes, you can't move up/down left/right with it. And if you click the mousewheel, Hammer doesn't do a thing.
The scroll bars are good for precise works like when using the VM Tool. Instead of unzoom and zoom again to have a proper view, scroll bars can help moving in the view more easily.
That's my own opinion at least.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-07-13 14:13:32 UTC Post #326356
Hammer uses the same system as Photoshop with spacebar+leftclick allowing free panning in 2D views. Pengy brought Sledge in line with more modern software, though, and added middle-click panning.

Both options are more precise and faster than scroll bars.
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-07-13 14:56:06 UTC Post #326359
Is there an option to enable model animations?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-14 01:59:35 UTC Post #326374
Well, I'll be damned...

I've never knew about that space+leftclick thingy. D:
Also, I ain't use PS. I use GIMP 2 (don't hate me, I just like free stuff).

Thanks for the info tho, Archie. :hammer:
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-07-14 03:39:09 UTC Post #326377
Photoshop is not the only tool that does that.
Posted 9 years ago2015-07-14 09:52:51 UTC Post #326390
Yeah there's loads of software that uses it, but Photoshop was certainly the first program I encountered it in.
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-07-14 15:20:27 UTC Post #326402
Of course, SugarMan. But since I use GIMP, I can move around by clicking the mousewheel.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-07-15 14:01:21 UTC Post #326435
Speaking of 2D views, one of the things that i like in UE about them is the auto-aligning of the 2d windows on scroll zooming.
https://www.youtube.com/watch?feature=player_detailpage&v=7bIXDVEAhI0#t=79

I don't know how to embed youtube here...
Posted 9 years ago2015-07-15 18:44:39 UTC Post #326439
I don't know how to embed youtube here...
Pengy still have to implement this.
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-07-22 06:19:33 UTC Post #326532
Hey Archie, lopers is pretty quiet these days, all the good mappers went to mapcore. :(

Anyway I thought of another cool tool that I would love to have in Hammer, rotate multiple objects around their individual origins.

For example I have a bunch of square fence posts that I want to turn at a 45 degree angle, but the only option I have is to select each one and turn them individually, since when you select a bunch at once you can only rotate them all around the median point of the selection. A 'rotate around individual origins' tool or option would be ace.
Posted 9 years ago2015-07-22 07:17:54 UTC Post #326533
That's a clever idea, but the interface might be a bit awkward. For rotations, it'd probably just be enough to add a "Treat each item separately" checkbox in the manual transformation dialog (Ctrl+M).

When you select multiple groups, would it rotate each group, or each individual element in the group? Perhaps the "ignore groups" toggle could let you change the behaviour. A macro system could also help with performing the same operation on multiple items, though that's a different thing entirely...

In the end I want to have a scripting console of some sort, so you could type something like this in and it'll do it automatically:
selection.Each(x -> x.Rotate(45))
That makes it really hard to keep an undo stack that won't chew up all the RAM, though.
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2015-07-22 09:46:00 UTC Post #326534
Typed scripts could be saved in real time in a <mapname>_scripts.log for undo stuff?
Dr. Orange Dr. OrangeSource good.
Posted 9 years ago2015-07-22 11:28:20 UTC Post #326535
There's not really any way to apply the reverse of a script without saving and restoring the whole map, which would be a massive RAM hog. I'd need to come up with a better way, probably by evaluating the script first and then creating reversible change operations from the result.
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2015-07-22 21:47:20 UTC Post #326538
Compiling seems to take a really long time. What would be a 3 second compile in 3.5.1 would be ~15 seconds on Sledge, and it won't run the game (even when I set the option to do so). Doing a normal compile, well, it took so long (like 10 minutes) that I just quit, and this was a very simple map.

Also, I really miss how you could see the models in 3.5.1, instead of blocks of colored cheese. If there is an option to do it (I only see model render distance in the options), let me know.
Posted 9 years ago2015-07-22 22:36:58 UTC Post #326539
Sounds like you might have configured the game incorrectly, the models should load.

The speed of the compile tools won't change regardless of what editor you use, but the compile parameters might. The presets in Sledge use the "-low" flag which makes the tools use a lower CPU priority so the rest of the computer is still usable during the compile. If you want to change it, just create your own custom compile profile.
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2015-07-25 01:21:13 UTC Post #326554
Rimrook drops his dough-nut.

fuck.
Rimrook RimrookSince 2003
Posted 9 years ago2015-07-25 01:58:47 UTC Post #326557
Is that a euphemism?
Jessie JessieTrans Rights <3
Posted 9 years ago2015-07-26 01:38:52 UTC Post #326566
Harr harr? :>

inb4 [REDACTED]
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2015-07-30 14:45:28 UTC Post #326590
I'm sure I'm being stupid, but I can't find "Go to Brush Number" (as opposed to brush ID), and also I can't copy text from the compile progress window at the bottom.

I have some errors displaying as per usual in the compile as 'Entity: ###, Brush #' and I can't see how to go to them in Sledge. I tried to copy them to notepad to revert to using Hammer and couldn't do that, either.
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-07-30 15:08:16 UTC Post #326591
Yeah, I've submitted that bug about the copy text from the compile window in the bottom screen. You must use the compile log file instead for now. :\
Alberto309 Alberto309weapon_spaghetti
Posted 9 years ago2015-07-30 18:53:40 UTC Post #326592
Hmm, how peculiar. Copying a brush from Sledge to notepad seems to be working for me.
Posted 9 years ago2015-07-30 19:35:21 UTC Post #326593
Try reading again :P
Archie ArchieGoodbye Moonmen
Posted 9 years ago2015-07-30 20:45:16 UTC Post #326594
Ah, missread... I never could copy from compile window either. Last i looked, i think the compile log showed the pound sign as well instead of the actual number.
Posted 9 years ago2015-07-31 04:09:41 UTC Post #326595
I don't know how the compile tools decides what "number" a brush/entity is (for error reporting purposes). Does anybody know?
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2015-07-31 15:26:30 UTC Post #326600
Maybe it's the based on the order they're defined in the .map? Which is probably the same in the source .rmf. Just speculating (not at home so can't test it).
Oskar Potatis Oskar Potatis🦔
Posted 9 years ago2015-08-13 17:32:11 UTC Post #326714
Running it in fast mode gives me fullbright maps (even if there's no leaks), and running it in Normal mode gives me a problem with hlbsp:

Error: ReadSurfs (line 1807): 539 > g_numplanes
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