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. Re: Tips Submission Thread

    Tip Rating: 0.00

    Alt-Right click: Used to align a texture as to the face selected. (Perfect for aligning textures on corners with ease)

    Ctrl-M: While in selection mode to rotate, scale, and move based on input values. (Very useful for turning brushes and props with precision.)

    Walls are ~16-8 units thick, 128 units high, and the space in-between floors is ~32-16
    Stairs are ~Rise-8 units, Run-12 units

    Arches are easier to build if one makes it manually (using vertex-edited blocks) from the outside of a cylinder brush.

    The skew tool loses alignment to the grid if used more than once on the same edge.

    Category: Hammer

    Tip submitted by Chopium

  2. Splitting Vertices

    Tip Rating: 2.00

    Splitting Vertices can be useful in many situations. For example, if you make a curved corner you don't want to have long thin pieces so you can split a edge and make it have larger pieces.
    Like this:

    • Select a face
    • Press CTRL+F while you have selected a Yellow square
    • Move the newly created vertices



    Tip image Tip image Tip image

    Category: Hammer

    Tip submitted by goldendeed

  3. Triangles

    Tip Rating: 3.00

    Func_details are nice for the source engine, easier to compile than just brushes, but triangles are even easier for it, especially if they're also func_details. So try to make any brushes you can into triangles to make it less stressful on the engine.

    Tip image

    Category: Hammer

    Tip submitted by forty-nin3

  4. A Quick Clone

    Tip Rating: 3.00

    If you hate copying and pasting in hammer and having the copied object/brush be completely away from where you want, you can hold Shift + Drag the object you want to duplicate it, really quick duplications if you're placing many barrels or some brushes.

    Category: Hammer

    Tip submitted by forty-nin3

  5. 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

  6. 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

  7. Re: Tips Submission Thread

    Tip Rating: 0.00

    This is something that I use occasionally and most people don't know of.

    When exporting a model for source if you don't need animation you can use the .obj format. I normally use this for complex collision model where the source exporter can throw an error and crash max.

    Also if you do use this remeber to un-tick flip y-z axis (if you have the option to).

    Category: Modelling

    Tip submitted by Surfa

  8. Easy Texture Scrolling

    Tip Rating: 0.00

    Select a face with the Face Edit Sheet and then just use your arrow keys to scroll the texture easily.

    Category: Hammer

    Tip submitted by Duke Nukem

  9. Re: Flexible rotation

    Tip Rating: -1.00

    " "Do you think it's annoying when you can't rotate things 180 with exact precision? Well have you tried ticking the "15 degree rotation" box in the "2D view"-settings? Do that and it shouldn't be a problem. What? You need stepless rotation again? Well, just hold the shift button and rotate." - lillerik
    Or...

    Press Ctrl+M and type in 180 in "X" and press OK." - Phott

    Sorry, should me "Y" and not "X" :S

    Category: Hammer

    Tip submitted by Phott

  10. Don't release your first map

    Tip Rating: -1.00

    Even you know your first map isnt going to be a work of art. Because of this fact, you shouldn't release a first map. Use your first map to practice various techniques, or try something crazy just to see if it will work. If you really feel inclined to, you should only release a version of your first map to some close friends, to test it and give you constructive criticism.

    Category: Miscellaneous

    Tip submitted by Olympus04

  11. Untextured Geometry.

    Tip Rating: 2.00

    When using dev textures or placeholder textures on complex and repeated geometry such as multi-brush pillars and archways for hallways, just keep one and use a simple brush as a reference for the rest.

    Tip image

    Category: Hammer

    Tip submitted by Ripper_hugme

  12. Nudge it around!

    Tip Rating: 0.00

    By default the arrow keys on your keyboard let you pan around the 2D viewports, as well as rotate the camera in the 3D viewport.

    Since panning can be more intuitively accomplished by holding space and dragging with the left mouse button, there is an option that makes the arrow keys more usefull.

    If you go to Tools->Options in the top menu bar, and select the 2D views tab you will see a checkbox labeled "Arrow keys nudge selected object/vertex." Check that and now the arrow keys will move what you have selected in any of the viewports by the number of units that snap to grid is set to.

    Category: Hammer

    Tip submitted by Mr. Happy

  13. Using the grid

    Tip Rating: 0.00

    When creating brushwork make sure to stay on the grid. This means that brushes should have even lengths. It becomes very time consuming to deal with odd numbered brushes.

    Also changing the scale of you grid can make work go much faster. In the beginning stages of the map put the scale up. Using 16,32 or 64 units works well. In these larger scales it is very easy to line brushes up.

    Category: Hammer

    Tip submitted by Mage_ofOld

  14. Flexible rotation

    Tip Rating: 2.00

    Do you think it's annoying when you can't rotate things 180 with exact precision? Well have you tried ticking the "15 degree rotation" box in the "2D view"-settings? Do that and it shouldn't be a problem. What? You need stepless rotation again? Well, just hold the shift button and rotate.

    Category: Hammer

    Tip submitted by lillerik

  15. Smoothing textures to create smooth shadows

    Tip Rating: 2.00

    Select a face from the brush, hold "alt" and right click on the surface you want to align. Move each align to the next face. When your texture is properly aligned see if a single brush face is big enough for one lightmap luxel.

    (3D window/lightmap grid) If not select the facetexture open its properties and choose a smaller lightmap grid. (default is 16, use numbers value of 2 => 16/8/4/2/1 ) Go back in to normal shaded/textured view. Select the faces you want to smooth (hold "CTRL"). Then go back into lightmap grid and click smooth, then select a number for its smoothing group.

    Category: Hammer

    Tip submitted by marnamai

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