Making curved roads in Hammer Editor (like in Highway 17)

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  • Опубликовано: 11 янв 2025

Комментарии • 117

  • @wisdomax2891
    @wisdomax2891 Год назад +289

    you can tell he has a lot of experience in hammer by the frequent references to depression, insanity and death. incredible tutorial, reminds me of 3kliksphilip.

    • @awesomegraczgie2131
      @awesomegraczgie2131  Год назад +36

      hammer and mental health (deterioration) go hand in hand :D thank you!

    • @guessimissedthelz32
      @guessimissedthelz32 Год назад +3

      @@awesomegraczgie2131 The internet is made for disagreement, but I as a twitter user has found nothing to disagree on, I agree.

    • @kuklama0706
      @kuklama0706 Месяц назад

      Ones unaware of QuArK editor shall suffer.

  • @jorge_781
    @jorge_781 Год назад +83

    "an ancient piece of garbage nevertheless the best software ever made"

  • @Fesiug
    @Fesiug 11 месяцев назад +35

    Educational. Informational. Even had health & safety warnings regarding prolonged exposure to Hammer! Many subscribed and likes and thanks.

    • @awesomegraczgie2131
      @awesomegraczgie2131  11 месяцев назад +6

      glad you've enjoyed it :) hope you won't get depressed nor become insane :D

    • @s_callahan
      @s_callahan 7 месяцев назад +1

      no way is that fesiug

    • @Fesiug
      @Fesiug 7 месяцев назад

      @@s_callahan Yea

  • @rmod8
    @rmod8 Год назад +26

    This is an amazing tutorial. This video is definitley going into my tutorial collection for this absoltuely ancient software

    • @randalhopkins9984
      @randalhopkins9984 Год назад +2

      It's fairly ancient but with Hammer++ being out it's closer to a modern mapping software, not to mention Source 2's editor being as advanced as it is

  • @retr0breezy
    @retr0breezy Год назад +20

    I think I have learnt more from you than any other hammer tutorial. I love the humor please do more hammer tutorials!!

  • @JakeBeatz
    @JakeBeatz 2 года назад +61

    little tip, use arrow keys to nudge using vertex tool, it will avoid the brush from becoming invalid from any mistakes when changing it

    • @TinyDeskEngineer
      @TinyDeskEngineer Год назад +1

      That's something you can do?

    • @JakeBeatz
      @JakeBeatz Год назад

      @@TinyDeskEngineer yes enable arrow key nudge in settings or google it, valve has documentation on how to enable and use it

    • @Wadetata
      @Wadetata Год назад

      @@TinyDeskEngineeryep

  • @jezihh
    @jezihh 4 месяца назад +1

    Insanely good advice to tell people dont try to recreate stuff from tutorial videos,since if it fails it can cause anger and sadness..

  • @InfoDisco
    @InfoDisco Год назад +11

    You know its funny, Im currently trying to design an object/level editor for my game engine, and thought to myself: "Why am I trying to reinvent the wheel? I'll just see how other editors work" within 10 minutes of searching about the hammer editor, its clear that everyone hates it LMAO. I suppose not a great editor to replicate then!

    • @awesomegraczgie2131
      @awesomegraczgie2131  Год назад +5

      Hammer editor is not great, but in my opinion brush based level design is the way to go and if I were to make my own editor I wouldn't go with anything else than that. First: brushes with worldspace texturing give mapper freedom, they are not limited to the model assets, they can make whatever building with whatever textures they can and add extra detail assets on top of that. Second: there is a wide spread misconception that brushes = BSP. That's not true. BSP is heavily associated with brushes because of Quake, GoldSrc and Source, but you don't need to use BSP in your game engine for brush based maps to work. Brushes are just regular collection of vertices, edges and faces just like any other digital geometry.

    • @InfoDisco
      @InfoDisco Год назад

      @@awesomegraczgie2131
      Thanks so much for the detailed reply, I will now be looking more into both brushes as well as world space texturing! And while it's great to know that BSP isn't necessary, my game engine does indeed rely on BSP in order to handle hitscan collisions. (It's probably not actually BSP, but some similar compartmentalization algorithm).
      Are there any other editors you've used that are widely liked and could give me some better inspiration than hammer? Thanks!

    • @awesomegraczgie2131
      @awesomegraczgie2131  Год назад +3

      sadly I only used hammer editor, but look into Radiant, I believe it's an editor for Call of Duty? Don't know, type in Radiant mapping. The program looks quite similar but also things like displacements are much better.

    • @InfoDisco
      @InfoDisco Год назад

      @@awesomegraczgie2131
      Sorry for the late reply but I really appreciate this recommendation, thank you!

    • @IAhmadGT
      @IAhmadGT Год назад +3

      ​@@InfoDiscodo you make devlogs?
      I'm really Interested to see what you making!
      Also there is a community made hammer called hammer++ you can see the new features added to it.

  • @puzzlepuddles6712
    @puzzlepuddles6712 Год назад +2

    never really attempted to make this but the triangles tip is pretty handy for vertex tool enjoyers like myself. great tutorial

  • @CBCguy
    @CBCguy 14 часов назад

    Great tutorial and great comedy! Also spot on warnings.

  • @muxinmuffin
    @muxinmuffin Год назад

    A modern example of curved roads can be found in Black Mesa's c2a5a (Surface Tension). You'd almost think they were spline paths, but they are simply arch displacements on a flat plane that were gently raised to create a hill. The result is nothing less than fascinating and even practical. The surrounding terrain corners also smartly used vertex manipulation to form a wedge with 4 vertices, allowing them to be displacements and sew to the road. The techniques used are similar to those in the tutorial, but more malleable and a lot less tedious because of being made of displacements.

  • @AZSDXC8954
    @AZSDXC8954 Год назад +4

    now i see why half-life 2 took 6 years to come out

  • @TinyDeskEngineer
    @TinyDeskEngineer Год назад +12

    func_detail brushes are static. They're part of world geometry, so there's no reason to add the keyvalues for preventing the use of the Physgun or any of the tools as those keyvalues will have no effect whatsoever.

    • @awesomegraczgie2131
      @awesomegraczgie2131  Год назад +8

      yes, that's right, I don't know why I've been adding those to func_details. But they are absolutely required for func_brush

    • @cargyllion
      @cargyllion Год назад +8

      @@awesomegraczgie2131 Probably PTSD tbh

  • @s_callahan
    @s_callahan 7 месяцев назад +1

    thanks for explaining the math so well, it may be an odd compliment but this is a very digestible easy to watch tutorial tutorial compared to many i've seen.
    tldr good shit bro 🤘

    • @awesomegraczgie2131
      @awesomegraczgie2131  7 месяцев назад

      thank you so much! it's super cool to hear :) Maybe I'll make some more hammer tutorials in between shitposting

  • @TheDurka
    @TheDurka 8 месяцев назад +3

    The Highway 17 mappers should've got a raise from Valve

  • @DJBLVZD
    @DJBLVZD 3 месяца назад

    This is why im using Unreal Engine for my Half Life Mod. Mad respect to any modders that have used Source to create their projects.

  • @theyellowpepper9951
    @theyellowpepper9951 Год назад

    amazing vid. its crazy how different the new editor is

  • @marioguywastaken
    @marioguywastaken 2 года назад +4

    Very underrated channel ngl.

  • @thegreenfox011
    @thegreenfox011 6 месяцев назад

    i actually really enjoyed this tutorial, good jokes, you seem like an awesome person

    • @awesomegraczgie2131
      @awesomegraczgie2131  6 месяцев назад

      thank you so much, it's very nice to hear and I'm glad you've enjoyed the video :)

  • @Aserverof
    @Aserverof 9 месяцев назад

    i started using hammer through source 2. i cant imagine how people made actual maps using this software

    • @awesomegraczgie2131
      @awesomegraczgie2131  7 месяцев назад +4

      it isn't as bad as you think, but it definitely is not as good as you'd expect a "modern" level editing software to be :P

  • @puzzlepuddles6712
    @puzzlepuddles6712 Год назад

    i love the humor in this video too

  • @guessimissedthelz32
    @guessimissedthelz32 Год назад +1

    i like the warning at the beginning

  • @Marduk401
    @Marduk401 5 месяцев назад

    I wish Trenchbroom could do this side to top texture apply too. :(

  • @aggressiveslav
    @aggressiveslav 2 года назад +2

    Fantastic tutorial, thank you

  • @vhetutor
    @vhetutor Год назад +1

    This is really good

  • @Yourlocalwordrobe
    @Yourlocalwordrobe Год назад

    i was searching for tutorial about kint nodes and node graphs etc but i can watch it

  • @demogaming8895
    @demogaming8895 7 месяцев назад +2

    I wonder why valve didn't develop an easier way to make roads for their own convenience. Just imagine a Valve level designer struggling to build the highway 17 maps because of the roads, and instead of doing something about it, they said this is completely fine, let's just keep suffering

    • @awesomegraczgie2131
      @awesomegraczgie2131  7 месяцев назад

      That would be a reasonable thing to do. With the access to Hammer's source code and few skilled programmers it would be quite trivial to implement, and I'm not talking about a super developed, advanced solution. Even crappy one would do - for example you lay the basic shape of the road with brushes, define the "height points" and the program does the heavy lifting of cutting the road into triangles, then moving the vertices up or down.

  • @TinyDeskEngineer
    @TinyDeskEngineer Год назад +3

    1:33 what kind of witchcraft is this

  • @pipe8248
    @pipe8248 2 года назад +3

    What a legend

  • @Rexio-cg3gs
    @Rexio-cg3gs Год назад +3

    Bardzo zachęcające intro do używania Hammera

    • @awesomegraczgie2131
      @awesomegraczgie2131  Год назад +2

      cała prawda o tym programie :P

    • @Rexio-cg3gs
      @Rexio-cg3gs Год назад

      @@awesomegraczgie2131 Dobrze, że przynajmniej ten Hammer na Source 2 jest o wiele lepszy

    • @awesomegraczgie2131
      @awesomegraczgie2131  Год назад +1

      testowałem go trochę, wygląda znacznie lepiej ale nie miałem zacięcia aby zrobić coś konkretnego w nim

    • @yeth797
      @yeth797 Год назад

      No, naprawde xDDD

  • @ArctusArchives
    @ArctusArchives 6 месяцев назад

    4:05 when I click the vertex tool which selects it and go back to clipping tool it still gets rid of a piece of the road.

    • @awesomegraczgie2131
      @awesomegraczgie2131  6 месяцев назад

      you need to click the clipping tool, not the vertex tool

    • @ArctusArchives
      @ArctusArchives 6 месяцев назад

      @@awesomegraczgie2131 oh ok thanks

  • @kingkurtis
    @kingkurtis Год назад +1

    I think if you do this for a movement gamemode it can edge bug due to floating point inaccuracy, so mappers be cognisant of how you use this.
    Will work fine in most game modes though even if there is vertex shifting.

    • @uncertaintytoworldpeace3650
      @uncertaintytoworldpeace3650 Год назад

      Nope

    • @uncertaintytoworldpeace3650
      @uncertaintytoworldpeace3650 Год назад

      Can you explain what you mean? Sometimes I make stairs and ur making me worry

    • @kingkurtis
      @kingkurtis Год назад

      in surf/bhop you'll be pretty likely to have your speed interrupted as you transition between the separate brushes as there'll be a sub unit height differential between them, if you're just running around normally you'll be fine@@uncertaintytoworldpeace3650

  • @SavvygeMediaGroup
    @SavvygeMediaGroup Год назад

    thanks im about to make a train i needed to know how to make a tunnel

    • @awesomegraczgie2131
      @awesomegraczgie2131  Год назад +2

      making tunnels is simpler, unless you want a curved and inclined tunnel...

  • @krystof0118
    @krystof0118 8 месяцев назад

    Very nice tutorial

  • @MARK2580
    @MARK2580 Год назад +3

    It hurts to look at this, just use Hammer++, I can't imagine how it is to use the old wretched standard hammer. Also, func_detail cannot be interacted with in gmod in any way, so adding properties is useless.

    • @awesomegraczgie2131
      @awesomegraczgie2131  Год назад +2

      about the func detail, yes, you're right. I've got a misconception, probably I've mistaken the func detail with func brush.

  • @aparkedcar9704
    @aparkedcar9704 2 года назад +2

    Dont tell me im gonna have to do math for hammer

  • @smokingaccordionplaya98
    @smokingaccordionplaya98 Месяц назад

    guys i dont understand what are we supposed to divide or multiply and whats width (im not a native english speaker)

  • @Axolotl720
    @Axolotl720 Год назад

    You are literally the best

  • @chexo3
    @chexo3 11 месяцев назад

    There has got to be some internal tool they used to do this like once or twice then never released

    • @awesomegraczgie2131
      @awesomegraczgie2131  11 месяцев назад

      probably, or they all went insane and that's why there was no HL3

  • @kuklama0706
    @kuklama0706 Месяц назад

    Try QuArK, it support HL2

  • @joaov1774
    @joaov1774 Год назад +2

    hey, when i texture the curved road, the end of the curve ends up havingthis slight checkerboard look to it, any idea what might be causing this?

    • @TinyDeskEngineer
      @TinyDeskEngineer Год назад +4

      Is it a faint checkerboard pattern overlaid on top of the original texture? If so, it's probably because the road material being used will have cubemap reflections on it. In that case, it will look normal after you run the map, it just won't display correctly in most versions of Hammer.

  • @fridge-j3r
    @fridge-j3r 2 года назад

    very good tutorial

  • @Thanatos6000
    @Thanatos6000 4 месяца назад

    figured it out. changed my mind tutorial isn't bad

  • @martinseitune3787
    @martinseitune3787 Год назад

    Sos un capo!! ❤

  • @redscarfinfinite9743
    @redscarfinfinite9743 4 месяца назад

    The only good part of hammer is not needing to learn how to code just to use it

  • @spikeof2010
    @spikeof2010 Год назад

    doing gods work

  • @burningjdm
    @burningjdm 2 года назад

    Nice!

  • @denifnaf5874
    @denifnaf5874 Год назад +4

    No wonder this gsme took 5 years to make

    • @TinyDeskEngineer
      @TinyDeskEngineer Год назад +2

      On top of the fact that creating a new game engine along with a new game to go along with it usually isn't very easy.

    • @awesomegraczgie2131
      @awesomegraczgie2131  Год назад +3

      I guess they are currently developing a helium cooled quantum computer, powered by Xen crystals for Half-Life 3. That would explain the long time it takes

    • @denifnaf5874
      @denifnaf5874 4 месяца назад

      ​@@awesomegraczgie2131 and simulating all the induvidual nose hairs on barney

  • @MaYeRsDz94
    @MaYeRsDz94 Год назад

    what a nightmare

  • @thelastcube7886
    @thelastcube7886 4 месяца назад

    oh no... maths...

  • @b3ntley412
    @b3ntley412 2 месяца назад

    Youre going too fast. Gotta slow down a bit lol

  • @memmoman
    @memmoman 8 месяцев назад

  • @SK1N_WALK3R
    @SK1N_WALK3R Год назад

    I aint doin all that, back to roblox studio.

  • @maxik2693
    @maxik2693 Год назад +2

    Yeah, of course, to do this in 2023, it's necessary to have schizophrenia. It seems to me that such things are easiest to do in the same Blender, and then export them using the addon in .vmf, why suffer such a f*ck 🤨🤨🤨🤨

    • @awesomegraczgie2131
      @awesomegraczgie2131  Год назад +1

      that's a reasonable perspective. But for someone who spent years tinkering with hammer it's much easier to do it that way, than to throw the Blender into an equation. But hey, if you have a way of going from Blender to hammer - that's great!

    • @maxik2693
      @maxik2693 Год назад

      @@awesomegraczgie2131 I will say this, in a blender such things are done much easier and faster. It has a set of tools that speed up the creation of complex geometries, unfortunately, the Hammer editor does not have this... In general, these tools are present in any modern 3D package. The same road, there you can easily change its angle, direction, and so on. I'm already silent about "geonodes" in blender, which can completely automate the creation of a road.

    • @maxik2693
      @maxik2693 Год назад

      There are several add-ons for Blender that allow you to export your model to .vmf format. Of course, for high-quality exports, certain rules must be followed.

    • @awesomegraczgie2131
      @awesomegraczgie2131  Год назад

      I agree, but at the end of the day it all comes down to personal preference. One may prefer spending 2 hours in Hammer than 20 minutes in Blender

  • @BigSavageG
    @BigSavageG Год назад +1

    Hammer editor is a piece of garbage nevertheless is the best software ever made. Nice contradiction. You could have used Hammer ++ since original Hammer is cancer

  • @trax8207
    @trax8207 Год назад

    As someone who's never used the hammer editor, this looks so overcomplicated for no reason. Even the Roblox editor is a thousand times better and much more simple.

    • @MenachemSchmuel
      @MenachemSchmuel Год назад +1

      this is an internal valve tool that hasn't been updated since 2004

    • @madbanana22
      @madbanana22 4 месяца назад

      the roblox editor is built to be easy and intuitive
      this is a piece of ancient history that should have never left valve software

  • @tskysmilles
    @tskysmilles Год назад

    epic