Editing Tips

Interlopers Editing Tips

We've collated some useful tips for you to read and learn from. Whether you're a complete novice or an advanced level designer - you should find something here to interest you.

To contribute your own useful tips please visit this thread and read the first post for instructions.

Tips statistics

In total there are 50 tips

The users who submitted the most tips are:
The users with the highest rated tips are:
  1. Ignore Groups

    Tip Rating: 1.00

    Got several brushes tied to an entity and need to adjust one? Don't waste time moving them back to world brushes, hit the Ignore Groups button along the top toolbar and then adjust the chosen brush(es) as you need.

    Category: Hammer

    Tip submitted by Blink

  2. Compile Often

    Tip Rating: 1.00

    This may sound weird but compiling is not something that needs to be left to the end. Compile after you do each major changes, displacements, all props, lighting etc because compiling at the end of your map will take ages - so any problems that come up won't be obvious until then.

    Category: Hammer

    Tip submitted by Blink

  3. Blend Half-life 2 textures

    Tip Rating: 1.00

    You can easily blend any texture from half-life 2 together by simply creating a custom vmt,
    in the example I would like to blend rockwall_cave02a with forest_grass_01
    just name your vmt what ever you want and type:

    "WorldVertexTransition"
    {
    	"$basetexture" "nature/rockwall_cave02a"
    	"$basetexture2" "nature/forest_grass_01"
    	}



    Now you will see the name of your vmt in the texture browser and you can use it, don't forget to add the vmt if you release the map.

    Category: Textures

    Tip submitted by source-maps

  4. Write down your bugs as you go!

    Tip Rating: 1.00

    Everytime you compile your map you will spot visual errors or scripting bugs that you need to correct. To make this process easier simply have a notepad to hand and write down the bugs as you go, no matter how good you think your memory is you will forget them and then have to fix it as well as the next set of errors.

    Make a new list each time you fix the last list and eventually it will shrink down until you've solved every little error. Playtest your map with friends and write down what they see as well.

    Category: Miscellaneous

    Tip submitted by Blink

  5. Rotating textures

    Tip Rating: 1.00

    When texturing large open areas of concrete or terrain it is a good idea to rotate the texture to about 40 to 45 degrees and increasing the scale to minimize the effect of tiling that will occur.

    Category: Textures

    Tip submitted by Blink

  6. Use the SDK Maps

    Tip Rating: 1.00

    Valve graciously provided us with several maps with the sdk_ preference. There is a map for every physics effect, and also several maps for actual levels in the game or for the multiplayer components, to really learn how to get things done.

    Use these well made maps often, its the easiest way to learn new techniques, because you can run the map, then check what it does, then see how to do it in hammer.

    Category: Hammer

    Tip submitted by Olympus04

  7. Final Release

    Tip Rating: 1.00

    Never submit a final version of you map with out running a Full HDR compile in Hammer's Advanced Options

    Category: Hammer

    Tip submitted by amckern

  8. Realism vs. Suspense of Disbelief

    Tip Rating: 1.00

    When a player starts up a game, they already know it isn't real. The point here is that any environment must therefore attempt to remove that idea from the player. That means just because you have seen a 200 foot long brick wall in real life, does not mean it will look good in-game. It is therefore important to get others opinions on your level to keep in check the Suspense of Disbelief you have attempted to create.

    Category: Miscellaneous

    Tip submitted by Rocket_Robinhood

  9. Realism, and working from references

    Tip Rating: 1.00

    When working from real-world references, always beware confusing realism with accuracy. In games, realism is best thought of as 'suspension of disbelief', not accuracy. So, just because your reference photo contains oddly-aligned brickwork, or a glaring seam between two styles of brickwork, this doesnt mean you should recreate that - it'll end up looking like bad texture alignment. Similarly, a strong contrast between two lighting styles might not always carry over to the game well. In short, always prioritise the artistic qualities of the scene over it's accuracy.

    Category: Miscellaneous

    Tip submitted by Jest@

  10. Base Brushing

    Tip Rating: 1.00

    When creating your map at the start phase, create the geometry in "DEV" textures (Search for "DEV" in the texture editing). When you have made the start geometry, i.e: the first hallway with a room in the end with some main things. Throw some "light" enities in your map, and compile.

    Now look and see if everything is how you wanted it.

    Summary: Compile often, and there is no need to texture everything before you know it looks right.

    Category: Hammer

    Tip submitted by Garrador

  11. Adding to your 'simple' room

    Tip Rating: 1.00

    You'll notice that every room in your house isn't square per say, add little chamfered corners or round them out. It depends on the situation but roof support is something you should think of too.

    Category: Miscellaneous

    Tip submitted by Sorrow

  12. Getting help

    Tip Rating: 1.00

    Before getting help at all, try searching tutorials for yourself. Most of the time, unless there's an error with the program itself, someone has already written a tutorial about it.

    Category: Miscellaneous

    Tip submitted by Dead-Inside

  13. Shortcuts

    Tip Rating: 1.00

    Get to know the shortcuts! You'll save yourself a few seconds each time you use one, and that'll build up to minutes and hours as you continue mapping.

    Every action that will be used relatively often will have a shortcut; take the time to check what they are, and memorise them by using them.

    Most of the common tool shortcuts are accessed through the SHIFT key and use the lower left side of the keyboard for easy access.

    Use shortcuts! They aren't called shortcuts for nothing.

    Category: Hammer

    Tip submitted by Rick_D

  14. 3D Camera Movement

    Tip Rating: 1.00

    Place your cursor over your 3D camera view aand hit the "Z" key. This will lock your cursor in the center of the 3D Camera View. Use the WASD keys like you would in Free-Look Mode in Counter-Strike. This is helpful to quickly navigate to the specific area your working on. Hit "Z" again to exit this mode.

    Category: Hammer

    Tip submitted by Hyp-R

  15. Every light needs a source

    Tip Rating: 0.00

    It seems obvious but people neglect this time and time again. Make sure that any lit area of your map has an obvious and realistic light source to potray your chosen lighting. A small lantern won't light a huge room for example.

    Tip image Tip image

    Category: Hammer

    Tip submitted by Blink

Page: First - 2 of 4 - Next - Last