Hammerhead #2 - Greek Architecture in Source 2 (Counter Strike 2, S&box, HLA)
Вставка
- Опубліковано 26 вер 2024
- Make Greek architecture for your next Source 2 project! Whether it is for Counter Strike 2, S&box or Half Life Alyx, quickly make a new environment using Hammer!
Download the final map here:
drive.google.c...
This assumes you understand the basics of Hammer and are aimed at users who are looking to improve their workflow and techniques.
For the basics, please watch the Crash Course video series:
• Source 2 101 - Hammer ...
Please visit our discord for all your Source 2 needs:
/ discord
Chapters
0:41 - Pillar Foundation
0:25 - Bevel the pillar
2:15 - Finishing and instancing
3:10 - Floor Creation
4:05 - Roof Foundation
5:30 - Tile Creation
6:53 - Roof Details
8:28 - Floor Indention
8:52 - Ceiling Indention - Ігри
This is awesome! I once tried building the Parthenon in Source 1 using brushes. Now that I have some Source 2 experience under my belt, I feel like doing a remake using the techniques from the video!
Awesome to hear! Would love to see your progress pics of the remake :)
This is pretty great. I recommend very briefly showing an in-engine shot of the map with additional set dressing at the very end of the video.
Will definitely consider it!
I like how fast paced this is
Appreciate you saying that - it's what this series was intended for!
We need more of these kinds of channels doing source 2 hammer stuff
Surfs up!
This is awesome...it's just like Blender...but with different hot keys...thanks man
It's now modelling! Thank you!
@@eagleonedevelopmentteam849 Modelling the entire map now, haha.
So... hammer 2 has 3D modeling tools implemented.. very cool
Pretty much! Love the mesh based approach
Thanks for making this, can’t wait to start making some maps for cs s2
Hope any of this can help you on your journey!
@@eagleonedevelopmentteam849 for sure! :)
That was really cool, learned plenty ty :)
Just a small trick that could help you as well : if you know in advance the value of the transform operation you are going to execute (for example when you know you are going to extrude&translate the stairs by 8 units downwards), just roughly do the operation in the right direction, on purpose make it not enough or too much, and type in the keypad the value you want to use, validate with Enter.
It's a very cool thing in Source 2 so that you don't have to rely too much on the grid and have to constantly reconfigure the grid size.
Love knowing other ways to work around the toolsets! I'll be sure to go over this method in an upcoming tutorial :) It helps a ton when it comes to using the scale tool as well to use the numpad - I know though some people have issues if they don't have a US keyboard!
@@eagleonedevelopmentteam849 i can't speak for everyone, but i'm using azerty keyboard (french) and it works (but there is no working shortcut to increase/decrease the grid size for example though, for that my trick is to hover the grid size field with my mouse and change the value quickly with the mousewheel)
@@leplubodeslapin you can change the keybinds i set my grid scale to alt+mwheelup and alt+mwheeldown because that combo isnt used anywhere
edit: I think its actually better that way compared to pressing 2 keys that are pretty much out of the way when u work normally
note: just changing the hotkey config to the equivalent keys on your keyboard didnt work for me with a qwertz keyboard so i think its a compability issue somewhere
@@andiq1 nice! I'll give it a try!! Thanks
Loving the videos! Any chance you could do a video about importing textures to the s@box hammer editor? Have held back from making any proper maps yet due to the lack of good and varied textures. Not sure what the best solution is.
I'll for sure do one - for now check out gvarados he has a tutorial on his channel!
hypeee
😀
You are a Pro!
Thank you for your kind words :)
Art :)
Thank you I love your playthroughs of S2 content :)
@@eagleonedevelopmentteam849 Thanks. I might return to mapping too once my new PC arrives, (and if we get new s2 games).
Why did you discontinue previous tutorial series? Are those previous tutorials still up to date or had source2 made some changes in the editor making those old videos irrelevant?
They are still up to date and all work! This series is focused on making individual projects each time, rather than follow the other series where we start on video 1 and end on video 47 working on the same project vmap.
@@eagleonedevelopmentteam849 I was really hoping to see a compile of the finished product, and a walkthrough around the world you created in those 47 videos, especially a VR walkthrough. I felt like I went on a journey with you through those videos.
@@littlejerremy There is a git with all the vmaps from the crash course series you can download and compile!
Hello! Great tutorial. But my hl alyx hammer looks diferent. I don't have all tools that are in your toutorial.
These are using the updated Hammer tools provided in s&box
@@eagleonedevelopmentteam849Thank you for info!
Another tutorial! nice!!!
Is there anything in particular you want to see in an upcoming video?
@@eagleonedevelopmentteam849 Maybe buidling some Streets?
@@eagleonedevelopmentteam849 making a anim_interactive (i think that's what its called) best example is the radio at the very beginning balcony scene in HLA. And also would be cool if there was a way to uncompile HLA models to really inspect the magic behind their functions. But I'm not sure If that's possible.
@@syntax5514 I'll def be adding this to the list!
@@froddoyo All those entity types are being replaced in S&box with new C# entities that will work a bit different - but when it is finalized I will sure dive into it!
Does the hotspot works now or still broken ?
Works now! Use ALT H to hot spot and ALT SHIFT F to toggle per face or selection mode
In the current CS2 test, I can't use Alt + T for hotspot mapping, I can use Alt + H, but I can use both shortcuts separately in s&box, is it because Alt+T in CS2 became other shortcuts?Maybe I'm just stupid, I don't speak English very well and I can't read the shortcut list in the settings very well, can someone help me?
It's not your fault. They did not include the rect files needed for hot spotting in CS2. I have the solution though!
cdn.discordapp.com/attachments/1120921034187608135/1154773910307475527/trim_masterlayout_01.rect?ex=65158202&is=65143082&hm=ad390fbc04a0c4227b375ebe364e95cf7aca60609f55338d73699498555b823d&
Put this file in your
content\csgo\materials\trim folder
another one
so i remember in the early tutorials you made the point about ngons alot, which really held me up making everything i made a mess of lines everywhere. but it seems here you didnt really focus on getting rid of ngons. are they not actually that bad to have or worry about?
He did say you can have a few extra but not too many. Also from what I saw in the video, he had a ngon in the roof triangle but he fixed it with 2 cuts. Don't be held up by this. From my rough 30ish current hours spent mapping in source 2 I havent had alot of problems with ngons. If you are still worried about them I would suggest just compiling your map regularly and checking if its fine. Trust me you'll have a blast :)
I made an effort in crash course to really ingrain building with minimal n gons for more of a foundational purpose of good habits. However, the engine does triangulate ngons, which can work in many situations and is a time saver. For displacements, uv alignment, and non planar angled faces, N gons can cause issues. I'll have a video about when to and not to coming up soon!
@@perify_ Astute observations :) You are correct that you can include them into your workflow!
Hey, thanks for everything. I want to ask something. If I start making a "cs2" map from now, will it be possible to release and play on cs2?
Yes because you can make it in Hammer and then open it up with the CS2 editor without any geometry issues!
@@eagleonedevelopmentteam849 Thanks!
Are Ngons problematic when making things like that ?
Nope - the engine will go ahead and triangulate them accordingly!
Oh that’s great, Good to know !