Hammer Tutorial 1: making walls look better
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- Опубліковано 29 жов 2022
- Music: A BOY IS A GUN* (instrumental version)
thanks for watching the video! If you have any questions tell me in the comments. Make sure to check me out on reddit, I make much more posts about hammer over there and sneak peeks at my up-coming maps! - Ігри
It blows me away that there are still newly uploaded tutorials for the hammer editor. And even better, this tutorial just so happens to be what I needed! Thanks!
not sure why youtube recommended this to me, i dont even know what Hammer is but great video i guess lmao
Some mapping editor for Source that hasn't been updated since 2005
Amazing tutorial. I loved watching this, chilled background music too. Fab.
thanks
Thank you, now i can make walls that don't look flat.
Good tutorial for those who need it. Keep at it!
Doing stuff with caves would be cool, i tried to make a cave map but couldnt figure most of it out
Go check out tophatwaffle he is a great hammer tutorial guy with over 120 tutorials for what you need, I recommend hammer tutoiral v2 #9 its really good for learning terrains and even caves
thanks for the tutorial :D i included your channel in my video since it helped me learn to make some decent walls for my newest map.
clinically insane man using hammer instead of hammer++
Do you know anything about "2 piece" wall textures having visible seams, even if the textures are lined up perfectly? Just curious if you know anything or had any experience with that issue. To clarify, this would be when you have a wall that has a "bottom detail" and a "top texture" that is basically the bottom texture but without the detailing, so it tiles in all directions. And even if you make sure the textures between the two brushes are aligned correctly, you can still see a seam between the two brushes, but it appears to be because the two brushes are getting different amounts of light from surrounding sources. I ask this here because I figured you were probably going to address this in the video (after reading the title).
This is because of texture filtering. Essentially the game sort of smooths over the texture, and while doing that, the edge pixels pull onto the information from the other side of the texture. This is more visible on mipmaps because of their lower resolution, that's why you see it more as you step away from the wall. This can be fixed by, in the face edit sheet, shifting the bottom texture of the two piece wall up a tiny bit, and the top one down a tiny bit. IIRC this is also mentioned in tophattwaffle's V2 tutorial on texturing..
How did you position the textures so fast even when you're not using the toggle texture application tool?
Hey, you think you can post something about windows, doors, and door frames? Aswell as building layouts? I wanna try to make an asylum or a small abandoned building
0:54 how did you move the texture down like that?
use the texture application tool (Shift A for shortcut) and youll see
Please no music, like the man said " keep at it ".