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 1 year ago2017-05-02 22:34:47 UTC Post #334725
As a solution to micro-leaks, it shouldn't invalidate brushwork at the smallest gridsize. One of my recent maps is full to the brim with micro-leaks and off-grid vertices. No idea how it happened, but fixing it all by hand would take forever.
Archie ArchieGoodbye Moonmen
Posted 1 year ago2017-05-02 22:46:24 UTC Post #334726
This is one reason why I really want to put scripting support into Sledge. Wouldn't it be great if I could give you a few lines of Python code that you could paste in to do that automatically?
Penguinboy PenguinboyHaha, I died again!
Posted 1 year ago2017-05-02 22:49:44 UTC Post #334727
Sign me up
Archie ArchieGoodbye Moonmen
Posted 1 year ago2017-05-03 02:33:59 UTC Post #334729
The scripting thing sounds amazing. I might actually try to learn python if you do :)

Archie: do you mean you get invalid solids for any brushes made/cloned while at grid 1? If yes, would maybe copy/pasting the whole thing to a new RMF possibly fix?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 1 year ago2017-05-03 02:42:09 UTC Post #334730
I don't have any invalid brushes. I have vertices off-grid causing micro-leaks.
Archie ArchieGoodbye Moonmen
Posted 1 year ago2017-05-03 02:58:53 UTC Post #334731
Decimal loss is a plague on mappers. :(
Hammer 4.x has per-vertex snapping with selected verts in VM mode, would definitely endorse Sledge adding that functionality. It's really a lifesaver when microleaks manage to happen.
JeffMOD JeffMODCall 141.12
Posted 1 year ago2017-05-03 03:52:27 UTC Post #334732
In Sledge, really?

I would get that with Source SDK all the time--although it didn't cause leaks afaik--, but I never had that problem in Sledge(I don't think?!). It's probably not related, but maybe if you're using the native VMF format, try switching to RMF instead, and see if it still happens.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 1 year ago2017-05-03 08:32:44 UTC Post #334733
No, we're talking about a solution. The cause isn't particularly important in this instance. Damage is done.
Archie ArchieGoodbye Moonmen
Posted 1 year ago2017-06-27 20:13:17 UTC Post #335773
Hey penguin! Good to see that you're still working on Sledge!

I dont know if you're aware or not, but a bug in the current build is that sprites are rendered mirrored. So all text on a sprite is backwards. Is there a quick fix for this in the options some where? If not, im gonna end up manually mirroring all the sprites and using the mirrored sprites to reverse the mirror that Sledge has
Posted 1 year ago2017-06-27 22:13:27 UTC Post #335774
Thanks, I didn't know that! I'll make sure I fix it for the next version.
Penguinboy PenguinboyHaha, I died again!
Posted 1 year ago2017-06-27 22:30:10 UTC Post #335775
I never bothered switching to a new editor. I said, "I'm already used to Hammer, it doesn't matter."

Then I tried making a house like this:
User posted image
When I finally got to a point where I needed to compile, huge gaps in the roof everywhere! Parts of the roof were distorted. It was a huge mess. All those off grid vertices killed it and since I don't usually make geometry that complicated I never had any major issues like that until now. So it lit the fire under my butt to download Sledge.

After setting up Sledge I recompiled, and it's now much better! Though, unfortunately, since I created the geometry in Hammer 3.5, it didn't fix it entirely, there are still two thin gaps in the ceiling including this one:
User posted image
But I'll deal with that. Not enough people will play this map to be worth the time rebuilding the entire top of the house, the roof is not touching the void so it won't create leaks, and considering what an unsightly wreck it was before, that seam is nothing (that same seam looked wide enough to chuck a nade through when compiled in Hammer and every other brush seam was just as wide).

So all I can say is, thanks for your work on Sledge. I regret not listening to everyone on here and ditching Hammer sooner (only thing I miss are my 2D scrollbars but auto visgroups and a much improved texture browser more than make up for that).
Posted 1 year ago2017-07-03 13:08:51 UTC Post #335885
Oh Pengiunboy is working again.... Wow Please use GTKsharp and OpenTK 2.0 and sometimes Xamarin.Mac for Mac OS X and GTKSharp for Linux and Winforms for Windows 10.

Can I help you if I have a lot of ideas... Like built-in HL-Texture-Tools or simple texture editor for paint own texture and built-in model editor. If they have always problem to find external programs like Blender, 3dMax or Mikeshape etc... It is really stupid. That is why I wish built-in model-editor into Sledge Editor / Sharp Hammer Editor. :D
Posted 1 year ago2017-07-03 23:31:38 UTC Post #335887
Sorry, but I have no intention of adding support for non-Windows systems. I just don't have the time or the motivation for it.
Penguinboy PenguinboyHaha, I died again!
Posted 1 year ago2017-07-04 00:44:00 UTC Post #335888
On the plus side, open-source means that you could add that support yourself! (In theory.)
Jessie JessieLadytype
Posted 1 year ago2017-07-04 02:38:16 UTC Post #335889
Until Windows 10 becomes such a fuckup you're forced to move to Linux? :P
Posted 1 year ago2017-07-04 07:51:09 UTC Post #335891
Why not use Mono Runtime because they have to work for Mac OS and Linux. If you don't want support to move to Linux and MacOS than I am working like Sledge Editor into Linux and MacOS, Windows with only GTK/XWT because it is stable. Thanks I have learnd OpenTK 4 ( OpenGL 4.5 with Shader ) more. I will release if i am finish to work my alternative hammer is very close to JackHammer with whole support like mamage with wad, sprite and built-in model edition ( so close Khed ) so like 3D Gamestudio A8. And Half-Life Launch into standalone exe like sharpquake or quake xna for C#. I will implement whole gane dates ( fgd or entity parser like func_door and property like Unity 3D ). Why do i want create C# with Half-Life because I see any coders always stop to develop because C++ makes head sick and who hasn't experience about C++. Example I tried to create dynamic light to client and i try and i have not success and i got headache. That is why I want we use easy C# because C# is simple programming language.
Posted 1 year ago2017-07-04 08:31:31 UTC Post #335892
As I said, no plans to support any other OS so there's no point trying to support Mono. Best of luck with your own project!
Penguinboy PenguinboyHaha, I died again!
Posted 1 year ago2017-07-04 15:18:13 UTC Post #335894
Thanks you are sure that?

I am glad because I have no problem. If I work hard until And I check if custom hammer works under Linux and Mac via Mono ( latest version ) or Xamarin.

Please check ! OpenGL.Net is better because It has real GLWidget for GTK3 support and It has Net Frameworks 4.6.1 and Mono has same version

I imagine you that - If you travel with airline you forget if airports have strict laptop bannings - No problem 10.1 zoll tablet is not big and you have idea and draw on tablet. That is why has support Android / iOS of Xamarin.
If are at net cafe or at home than you can connect and upload your completed map to computer. Is it easy?
Posted 1 year ago2017-08-05 09:27:55 UTC Post #336731
If the project is going to be updated, I still want to see BSP support in the editor. I mean, that you can browse a compiled map and do some entity editing, like readjusting parameters of existing entities, deleting or placing new entities on a map (like monsters, weapons etc.). In other words, real-time map viewing and entpatch editing, without changing brushes and such.
Posted 1 year ago2017-08-05 12:44:36 UTC Post #336732
Hey SSB, why are you always trying to push C# stuff in everything you say? I mean, it's your own opinion it's better, it doesn't actually mean it's better in reality.

It's not like they pay you to promote C#/OpenTK/Unknown project thing. Just add the support yourself if that's what you're trying to achieve, instead of pressuring other people to implement it for you. Windows is good enough for just about anything, use a virtual machine if OSX/Linux is a must.

And your loader thing isn't legal nor would realistically be possible. Or whatever else you're trying to talk about, I can't really keep up with it.


And honestly, I'm hoping for new versions of Sledge, it's about time I put J.A.C.K to rest. I don't believe a map editor should be payed for. :/
Posted 1 year ago2017-08-05 14:43:08 UTC Post #336734
@James, my dear James Luke 007, please don't worry me! Because my experience is C# 90 % than C/C++. But I remove experience about Actionscript 3 because Flash will die on year 2020. Bye bye Flash! I am very busy and I take many functions like mkbundle.cs of Github. And it has a lot of parameters. I found example of mkbundle.cs

Like example zhlt, vhlt or umhlt. with parameters or half-life under c#

I have goal of c#
I will tell for example OpenTK 2.0 / 3.0pre
It looks like real hl.exe -w 1200 -h 600 result:
User posted image
It is written from C# with OpenTK 2.0

I thought Sledge Editor will next version into "PowerHammer" because PowerHammer need to have many features like built-in Gimp- or paint-editor-like features ( Wally bye! Welcome feature from Powerhammer. ) Not finish I will finish twhlpockets-map than I continue my work powerhammer.

I imagine you about good together built-in program than mappers do not need worry - if they don't have to buy expensive Autodesk 3D Max or Adobe PhotoShop CS 2017. PowerHammer has many features you can paint model like Blender, Painter 3D or zBrush. Or you create easy texture with current size tall and width of door or window...

I wish that my PowerHammer is finish than I inform. Thanks! Okay. I will decide my own PowerHammer steam version free. But pluginws, components or perfabs need to pay possible. I am not sure and I supervisor currently..
Posted 1 year ago2017-08-05 19:15:22 UTC Post #336735
To each their own.

Won't even try.
Posted 11 months ago2017-09-08 15:57:26 UTC Post #337355
This editor is awesome! But there are still a few things that could make the workflow better.
If I haven't seen it forgive me and please tell me how to solve it:
  • Brushes are rainbow like colored, it would be nice if you could turn off that and have everything (except of entities and other special stuff) in grey like in VHE.
  • I can't figure out how to move objects in 3d mode. Using the arrow keys for that would be great! (I use only one window and grew up with that habbit from the early days of the worldcraft editor) BTW. the rotating mode in 3d view is a great addition!
  • It would be great to have an option to set the camera sensivity manually.
  • If you select "Steam Install" under "Game Configuration" there is no support for sven-coop, so at the moment I have to set it up as a non steam modification.
That's everything at the moment I noticed, what could be improved. BTW. great work!
Posted 11 months ago2017-09-08 20:24:34 UTC Post #337357
Python support? I know python. I used to code some crazy graphics stuff for Maya back in college. With some development, I could extend the toolset.
Rimrook RimrookGrumpy Bugger
Posted 11 months ago2017-09-10 01:45:51 UTC Post #337364
- Brushes are rainbow like colored, it would be nice if you could turn off that and have everything (except of entities and other special stuff) in grey like in VHE.
VHE doesn't have an all-grey render option. If you set it to flat shaded you'll see random colours. You're probably looking at textured mode with all the brushes set to a flat white texture.
Posted 11 months ago2017-09-10 12:06:11 UTC Post #337366
Could there be a 'one-texture mode' that applies a texture of choice to everything nondestructively?
Rimrook RimrookGrumpy Bugger
Posted 11 months ago2017-09-10 15:51:08 UTC Post #337367
The only time I've seen monochrome colored brushes in VHE is when I loaded up an older map and forgot to add the appropriate WADs back in first so it replaced all the missing textures with white.

I don't know if it was mentioned previously in this topic (it's a long topic to sift through) but clip brushes are not automatically added to a visgroup like the other tool brushes. It's not the biggest deal for me because I am still used to having to manually add anything I needed in a visgroup to a visgroup in VHE but it would definitely be nice to have, especially for clipping railings that use transparent textures in CS.
Posted 11 months ago2017-09-10 18:58:21 UTC Post #337369
VHE doesn't have an all-grey render option.
I thought about the 2D-View, so is there an option in sledge? In Hammer there is one I'm sure!
Posted 10 months ago2017-09-23 06:12:11 UTC Post #337487
Might have to give this a try (only just noticed it here). Nice work on doing it from scratch too - I got the impression other Hammer clones were based off existing work.
Posted 8 months ago2017-12-03 14:53:36 UTC Post #338287
I noticed that somebody posted part of the RMF file format spec on the VDC (, so i checked to see if Sledge supports it too.

Apparently you figured it out quite well, with a few unknowns though:

I did a little digging and found that the unknown field in the RMF format is the camera tool version number.

I have to support RMF operations myself at some point when i get to work on a tool to update map data, so it's nice to see that somebody already figured it out.

It looks like you can find the rest of the unknown fields in the Source 2003 leak, but i suppose that'd be illegal.
Posted 8 months ago2017-12-03 16:52:38 UTC Post #338288
Wait illegal? It is not illegal because Valve Software makes shit cause Valve Software stopped The Orange Box in Germany since last days. That is why I am really mad to Valve Software whatever you can make - It is not illegally. We are fans of Half-Life and Half-Life 2, ... That is right for Fans whatever we want do anything to write for Half-Life. Valve Software is fault. We are not. And It doesn't happen for C#. Like Unity 3D released and who want merge Half-Life into C# version. And they are happy because C# like MonoGame was initial time and it can work 100 % like Quake Engine into C# example XNA Quake But it is really very old. And they don't want develop to C# because C# is unsafe. I know that. Now we have not problem because DotNet or Mono make safer if they make high protection again hacker like resource hacker or any ildasm than hackers try to get chance. It is our reason.

Valve Software does bad = cowboys ride with horses and they drink much whiskys. Please don't be angry that!
Posted 8 months ago2017-12-03 17:00:11 UTC Post #338289
It is illegal in many if not most countries to access intellectual content such as software or source code without a license or purchase of some kind. Is it wrong to do so? I don't think so, but it is definitely illegal in a lot of places.
potatis_invalid potatis_invalidh̴̅̾̓̊ͤͪ̂͑̀̏̒ͤ͒̂́̀͘i̢̧̎̒͆̃͐ͤ̈́̓͑ͪ͂͒͆ͧ͑͘
Posted 8 months ago2017-12-03 17:06:38 UTC Post #338290
I don't see what is the link between using "leaked code" to figure out a missing field in the RMF format and the fact that they stopped shipping The Orange Box in Germany.

Just quoting the Steam Subscriber Agreement about fan made Gold Source clones/engines :
G. Restrictions on Use of Content and Services

You may not use the Content and Services for any purpose other than the permitted access to Steam and your Subscriptions, and to make personal, non-commercial use of your Subscriptions, except as otherwise permitted by this Agreement or applicable Subscription Terms. Except as otherwise permitted under this Agreement (including any Subscription Terms or Rules of Use), or under applicable law notwithstanding these restrictions, you may not, in whole or in part, copy, photocopy, reproduce, publish, distribute, translate, reverse engineer, derive source code from, modify, disassemble, decompile, create derivative works based on, or remove any proprietary notices or labels from the Content and Services or any software accessed via Steam without the prior consent, in writing, of Valve.
^ This is why Solokiller's got a request to remove Gold Source Rebuild from GitHub. ^
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 7 months ago2017-12-25 05:17:03 UTC Post #338493
So I was happily sledging away just a few minutes ago.. I ran a map and noticed everything was spinning about the origin.. ok weird...

Checked sledge and all my origin brushes are gone. Over 10 entities, of different types, doors, rotatings, in different axis.. gone.

There's no visgroup issue (i can disable but not re-enable)

Checked vmf in notepad and there's no reference to "material" "origin". I made another test map with a fun_rotating to compare.

They're gone! Lol

thankfully I have a backup but it's a bit odd that only the origin brushes went missing.

A handful of entities keep moving themselves to the origin and being empty - having no volume. I cannot resize them or move them however i can see their properties.

Also Also, if i select one of those zero volume brush entities and go to move the 3D view, i get an infinite loop of error windows woo! --- seems to be related to the 3D camera? if i drag a new camera out and move around, it doesn't crash... however i can select the other cameras that have been placed at the origin that are looking at those broken brush entities and delete them and everything seems fine.
Tetsu0 Tetsu0Original Cowboy
Posted 7 months ago2017-12-28 03:59:49 UTC Post #338512

I have run into those "empty brush" entities that move to origin. I've found that it was always me mistakenly trying to make a brush into a point entity. For some reason some point entities would appear on the list when I selected "tie to entity" but trying to tie a brush to the point entity would result in the error you've described.
Posted 7 months ago2017-12-28 05:31:11 UTC Post #338513
I think, for me, it was trying to combine entities. For instance selecting an existing func_rotating and another world brush and trying to tie them together. Didn't really work out.
Tetsu0 Tetsu0Original Cowboy
Posted 7 months ago2017-12-28 11:32:38 UTC Post #338514
I've had similar things happen in Hammer, it would leave behind the other entity with an infinitely large brush when i merge 2 entities.
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