Sledge (Hammer Alternative) Alpha Build Created 5 years ago2013-07-27 02:24:39 UTC by Penguinboy Penguinboy

Created 5 years ago2013-07-27 02:24:39 UTC by Penguinboy Penguinboy

Posted 3 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
Posted 3 years ago2015-08-13 18:39:10 UTC Post #326718
Also the 2D views become black or visible but frozen whenever I open another program that cover Sledge
Posted 3 years ago2015-08-13 19:00:20 UTC Post #326719
Does it go back to normal when you go back to Sledge? If so that's likely intentional, Hammer dors it to to conserve processing power when it's not the active window.
[Edit] - I just saw that you said 2D views, not 3D. In that case it's probably not what I said.
Posted 3 years ago2015-09-19 05:15:50 UTC Post #326989
Is there any chance of the grid being able to go to sub-unit scales (like, 0.5 of a unit) in the future?
Jessie JessieLadytype
Posted 3 years ago2015-10-05 10:48:51 UTC Post #327208
hello
is it possible to change the 3D view window to full screen quickly?
Posted 3 years ago2015-10-05 11:15:11 UTC Post #327209
There's no proper full screen functionality, but pressing F5 will maximise the 3D view. You could also create a custom view window and set the layout to 1x1, and maximise that window.
Penguinboy PenguinboyHaha, I died again!
Posted 3 years ago2015-10-09 19:23:26 UTC Post #327234
I dunno if this has been brought up before, but texture lock seems to be hit-and-miss for me, especially when it comes to faces with smaller texture scales. I'm guessing this is probably due to rounding errors like I observed before when compiling.
Posted 3 years ago2015-10-09 20:06:15 UTC Post #327235
^ I have similar texture bugs last time I used Sledge.

Starting a new CSGO project & thinking of blocking it out in Sledge, since I miss it's various refinements over Source SDK :hammer:
Captain Terror Captain Terrorwhen a man loves a woman
Posted 3 years ago2015-10-09 22:42:06 UTC Post #327236
My biggest gripe right now is the inadequate "alt+rightclick" functionality.
It only works well on 90 deg angles.

PB, you're doing god's work though. I love this program
Tetsu0 Tetsu0Original Cowboy
Posted 3 years ago2015-10-17 22:31:24 UTC Post #327294
Sure it's been mentioned, but it would be really nice to add a button I can press under Map Problems, that automatically fills in each missing material individually, with anything non-translucent. (currently fills everything with trigger texture)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 3 years ago2015-10-18 01:51:35 UTC Post #327296
Perhaps the currently selected texture?
Posted 3 years ago2015-10-26 22:17:50 UTC Post #327324
Clipping-a-brush-makes-it-invalid Bug
Not sure what is going on, but lately I seem to get a lot of invalid solid errors whilst clipping. First I thought it was due to RMF format bug and/or clipping off-grid stuff, but now it's happening on normal solids using VMFs?

Texture-Properties-Brush-Selection Suggestion
Maybe when you close Texture Properties dialog, have the brush(es) of whose faces you had selected, selected :)

Clip-Outside-Edges-By-Default Suggestion
When clipping, maybe have Clip brush choose the outside edges of the polygon everytime, since 95% of the time that's what you're doing.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 2 years ago2015-12-24 06:34:44 UTC Post #327895
Just stopping by again to check progress and express my support and anticipation for a source engine version of this toolset. Keep up the great work!
Posted 2 years ago2016-01-06 19:29:52 UTC Post #328115
Is sledgehammer still in active development?
Posted 2 years ago2016-01-06 20:05:01 UTC Post #328116
Yes, and it's just Sledge :lol:

Pebs is also busy on TWHL4 and The Core at the moment, so production has slowed a little.
Archie ArchieGoodbye Moonmen
Posted 2 years ago2016-01-06 23:39:15 UTC Post #328118
I may or may not be as busy as Archie is suggesting, but I plan to pick up work on Sledge this year once I'm done with TWHL4 and the cricket season is over.
Penguinboy PenguinboyHaha, I died again!
Posted 2 years ago2016-01-07 00:26:39 UTC Post #328120
And The Core is released, right? :3
Archie ArchieGoodbye Moonmen
Posted 2 years ago2016-01-07 00:33:20 UTC Post #328121
I said this year. Not planning on waiting an extra decade or two
Penguinboy PenguinboyHaha, I died again!
Posted 2 years ago2016-01-07 00:53:48 UTC Post #328123
Oh you bitch! :nya:
UrbaNebula UrbaNebulamonster_urby
Posted 2 years ago2016-01-07 01:39:46 UTC Post #328124
Want an ice pack for that BURN!?
Tetsu0 Tetsu0Original Cowboy
Posted 2 years ago2016-01-07 20:10:19 UTC Post #328131
User posted image
This happens when I try to open any of the Half-Life 1 VMF files from the old Half-Life 2 leak back in 2003. There's probably a good reason I can't open those files, but the error messages didn't stop coming - I had to ctrl-shift-esc.
potatis_invalid potatis_invalidh̲͚̤̿͑̔̒̃̉̓ȋ͂͋̉̿̎͋̈́͏͚͖͇̭̩͓͔͝
Posted 2 years ago2016-01-07 20:57:34 UTC Post #328133
Oops!
Oops!
Oops!
Oops!
Oops!
Posted 2 years ago2016-01-07 22:54:18 UTC Post #328134
Ah, an exception during rendering. I'm hoping that a graphics rewrite I've been working on will help reduce those, but I haven't checked.
Penguinboy PenguinboyHaha, I died again!
Posted 2 years ago2016-01-08 14:28:10 UTC Post #328148
Just curious as to what's stopping sledge from being Source compatible (aside from displacements)
Tetsu0 Tetsu0Original Cowboy
Posted 2 years ago2016-01-08 23:13:15 UTC Post #328159
Support for everything aside from displacements :P
The big stuff includes textures, instances, entity I/O, game configuration, and making sure Sledge doesn't take an age to load all the data for a game (since Source games have much larger textures than GS games)
Penguinboy PenguinboyHaha, I died again!
Posted 2 years ago2016-01-08 23:44:08 UTC Post #328160
I think we noticed building de_subsanctum you can render a lot more stuff in Sledge, before getting in-editor lag vs. Hammer 3.x. If that's related to what you're talking about, you seem to be on the right track PB :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 2 years ago2016-01-09 03:17:10 UTC Post #328162
Yep, the 2D views in Hammer 3 are particularly laggy, I believe that they are drawn in software mode which explains why they're so slow. I think they switched to DirectX for the 3D views in Hammer 4 though. Hammer 4 is slower than Sledge in some areas and faster in others.
Penguinboy PenguinboyHaha, I died again!
Posted 2 years ago2016-01-24 10:42:44 UTC Post #328455
@PENGUINBOY

i have an idea... have u heard about modifier array in Blender 3D?
Example: i am mapping a corridor. I made a column and i have to copy my column every time. The array modifier allows to set up number of brushes u want to copy and the destination between them.

https://www.blender.org/manual/modeling/modifiers/generate/array.html
Posted 2 years ago2016-01-24 10:49:58 UTC Post #328456
Good news - that feature already exists! Check out "paste special" :)
Penguinboy PenguinboyHaha, I died again!
Posted 2 years ago2016-01-24 11:45:00 UTC Post #328457
Posted 2 years ago2016-01-24 13:57:59 UTC Post #328458
IGNORE ME - I AM A MORON. I'll leave the below there for my own sake, but I can now see the option in textures window to set right click to apply texture AND VALUES. Derp derp derp.

I remembered the texture issue I mentioned the other night in team speak. It's to do with right click texture application.

In hammer 3.5, when you select a textured face, you can then right click on another face to quickly apply the same texture, along with scaling and positioning.

It works a little differently in sledge if I recall.
UrbaNebula UrbaNebulamonster_urby
Posted 2 years ago2016-01-24 14:11:02 UTC Post #328459
The shortcut is alt+right click anyway, right? I'm pretty sure I follow the same shortcuts as VHE.
Penguinboy PenguinboyHaha, I died again!
Posted 2 years ago2016-01-24 16:41:49 UTC Post #328461
Yeah it is alt-right click but Sledge doesn't work as well as blender in that regard. It wraps oddly
Tetsu0 Tetsu0Original Cowboy
Posted 2 years ago2016-01-24 19:49:40 UTC Post #328467
Aw Blender... It needs to start learning Blender :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 2 years ago2016-01-25 00:15:18 UTC Post #328476
is it possible to see a model in editor? It shows up a blue cube after i place a weapon in editor
Posted 2 years ago2016-01-25 02:20:47 UTC Post #328478
Cyclers show up just fine for me:
User posted image
Check your options/game-config-&-build-options paths. It's been a while, but I remember Sledge setup being much easier/faster than Hammer 3.x.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 2 years ago2016-01-25 02:40:22 UTC Post #328479
Also make sure you're using an FGD that defines models for entities such as weapons.
Penguinboy PenguinboyHaha, I died again!
Posted 2 years ago2016-01-29 15:53:39 UTC Post #328552
So, have you decided to make it source compatible? Whenever I try and open a source (VMF) map, it keeps giving me errors. It will start to give me errors if I add a custom folder to load textures from. This is a great engine with great potential, I hope you continue working on it! I'll be sure to check it out once I know that this engine is 90% complete. I'd advice that you put this up on Steam, this will help majority of the people and will make everything, from making games to updating to asking for help, much easier! Thanks!
Posted 2 years ago2016-01-29 23:11:35 UTC Post #328559
Source isn't supported yet, but I do want to support it eventually.
Penguinboy PenguinboyHaha, I died again!
Posted 2 years ago2016-02-04 00:09:23 UTC Post #328653
After using a lot of CAD for college, I find myself missing a feature that most CAD programs I've seen share. When you're editing measurements, you can do simple mathematical expressions, like this:
User posted image
I could see it being useful for things like having a texture fit n times onto a face, where you would fit it to the face and then just add '/n' at the end of the scale fields.
I had the idea when I was making a curved brick wall last night. I used Alt + Right Click to position the texture at the top of the wall, but I had to move them all by 40 pixels to get the seams of the bricks to line up. Since the wall was curved, I couldn't just select them all and do it in one go as they all had different y-positions. It would have been a lot quicker to just select the face and then paste '-40' into the field like this:
User posted image
Posted 2 years ago2016-02-04 00:14:38 UTC Post #328654
Never seen that before, that's pretty interesting. I'll investigate that more when I can.
Penguinboy PenguinboyHaha, I died again!
Posted 2 years ago2016-02-04 00:43:40 UTC Post #328655
Also PB investigate the alt right click feature? If there's brushwork off the main X Y or Z planes, the textures don't wrap properly.
Tetsu0 Tetsu0Original Cowboy
Posted 2 years ago2016-02-04 01:14:00 UTC Post #328656
People keep saying this but I wasn't able to replicate it. Is there an easy way to set it up to see the different behaviour between Hammer and Sledge?
Penguinboy PenguinboyHaha, I died again!
Posted 2 years ago2016-02-06 19:28:52 UTC Post #328727
Yeah Here's an example i just ran into. Here's a simple brush with a 45 degree fillet cut into it. Alt-right-clicking across a 45 degree angle skews the texture infinitely.
Original Face:
User posted image

After Application:
User posted image


If it's not a 45 degree angle, the texture manages to wrap around but the texture is stretched and is not properly aligned to the face.
Stretched
User posted image

Manually Aligned to Face
User posted image
Tetsu0 Tetsu0Original Cowboy
Posted 2 years ago2016-02-13 14:54:30 UTC Post #328855
Also, PB, I'm not sure if this is a FGD issue or sledge issue, but if you tick the "monsters" flag on a trigger_push, the "once only" flag gets ticked after you open the properties again.
Tetsu0 Tetsu0Original Cowboy
Posted 2 years ago2016-02-13 22:49:43 UTC Post #328866
It's probably a Sledge problem, but the FGD base class has different flags for the same values as the trigger_push class. I'll have to investigate what the proper behaviour is. In any case both those flags set the same value according to the FGD.
Penguinboy PenguinboyHaha, I died again!
Posted 2 years ago2016-02-14 14:39:10 UTC Post #328875
Huh ok. Im having trouble pushing monsters around
Tetsu0 Tetsu0Original Cowboy
Posted 2 years ago2016-02-19 12:47:16 UTC Post #328942
For some reasons, Sledge never copies the .bsp into the game folder.
Posted 2 years ago2016-02-19 12:52:58 UTC Post #328943
Make sure you have the setting enabled:
User posted image
Penguinboy PenguinboyHaha, I died again!
Posted 2 years ago2016-02-20 00:41:33 UTC Post #328951
I do!
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