The Thread For Small Problems And Requests

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Arachnaphob
412 Posts
Posted Jan 12, 2014
Replied 5 minutes later
I'll assume you have already validated portal 2 authoring tools. If not, then DO THAT.

Does hammer stay open longer in different maps, or is it the same with every one, because that happens for me.

ALSO, Just a quick question here. Does anyone know how to make the in game view tilt for an event? It would just need to be like if you took the main picture and rotated it maybe 10 degrees, or similar to the beginning of Amnesia: A machine for pigs.

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User
630 Posts
Posted Jan 12, 2014
Replied 48 minutes later

Lpfreaky90 wrote:
More RAM helped me too.

Arent 4 GB enough?
My Hammer uses 1 - 1.7 GB..
My Computer
4 GB Ram
win7 64 bit
nvidia gtx550 ti
i5 4x3.3 Ghz

Arachnaphob wrote:
I'll assume you have already validated portal 2 authoring tools. If not, then DO THAT.

I did already. several times.

Arachnaphob wrote:
Does hammer stay open longer in different maps, or is it the same with every one, because that happens for me.

It stays open longer open if i just edit brushes etc., doing the normal things. (Also crashes sometimes)
But it crashes very often if i go through the material browser, or when i enter the Flags tab.

Arachnaphob wrote:
ALSO, Just a quick question here. Does anyone know how to make the in game view tilt for an event? It would just need to be like if you took the main picture and rotated it maybe 10 degrees, or similar to the beginning of Amnesia: A machine for pigs.

Hm, you can use a camera to tilt the view,

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FelixGriffin
2,680 Posts
Posted Jan 12, 2014
Replied 21 minutes later
Arachnophob: try a point_viewcontrol starting at the player, then tilting with whatever rotation entity you prefer.

Tobbell: Hammer has some weird memory leaks. It's annoying, but I don't think there's anything we can do about it.

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Gemarakup
1,183 Posts
Posted Jan 12, 2014
Replied 7 hours later
If you're using Windows Vista, the operating system is only capable of using up to 3 GB of memory even if it has more. Besides, if you have programs running in the background, that might be you're problem too.
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User
630 Posts
Posted Jan 13, 2014
Replied 24 minutes later
That's just sad. I would spend money if that would help, but noooo... Valve also used hammer, didnt they? Also if they used another version, then why is our hammer version full of bugs
Slowly, I think it would be worth more to learn the code and to fix it self than to wait for an update ..
I mean, they could fix that, thats they program, and all mappers would be happy.
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reepblue
894 Posts
Posted Jan 13, 2014
Replied 6 hours later

TheTobbell wrote:
That's just sad. I would spend money if that would help, but noooo... Valve also used hammer, didnt they? Also if they used another version, then why is our hammer version full of bugs
Slowly, I think it would be worth more to learn the code and to fix it self than to wait for an update ..
I mean, they could fix that, thats they program, and all mappers would be happy.

The only thing that's different between the community tools and in-house tools is that the Authoring tools need Steam and a matching SteamAppID match for it to work, when the in-house stuff can work on whatever as long as the version is on the same page with the shaders and such.. The Source 2013 stuff is pretty much the in-house stuff, no Steam needed, and can work regardless of SteamAppID, just make sure you make it read the 2013's platform and HL2 folder because the tools will not understand any other shaders besides the ones it was meant for.

I'm sure they know by now that the tools are shot at this point due to modern features being forced on a program first made in the 90's.

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Skotty
671 Posts
Posted Jan 14, 2014
Replied 1 day later

yishbarr wrote:
If you're using Windows Vista, the operating system is only capable of using up to 3 GB of memory even if it has more.

This is wrong.
If you use any kind of 32-Bit operating system you can't use more than about 3,2GB RAM. If you have 64-Bit (and Vista also exists as 64-Bit of course!) then you can use up to multiple TB of RAM.

And what ever you say about RAM: I am very sure Hammer is a 32-Bit program. It won't be able to use more than 3GB of RAM at any time. And the same applies to any other Source game and tool.

If your Hammer crashes (little note here: Hammer today is extremely stable to what I still know from 2005), then you either have to check your system's drivers (for example graphics card driver, since Hammer uses a 3d interface with D3D or OpenGL I guess) or you have to use Cntrl+S a lot, as you always should in any program.

And I am also very sure Valve has exactly the same tools we have. Otherwise some additions to Hammer that appeared with Episode 2, that were useful when creating Episode 2, wouldn't be available for us.

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User
630 Posts
Posted Jan 14, 2014
Replied 20 minutes later

Skotty wrote:
If your Hammer crashes (little note here: Hammer today is extremely stable to what I still know from 2005), then you either have to check your system's drivers (for example graphics card driver, since Hammer uses a 3d interface with D3D or OpenGL I guess) or you have to use Cntrl+S a lot, as you always should in any program.

So which system requirements are the best? Because i mean, only updating drivers doesnt help :S

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Dafflewoctor
415 Posts
Posted Jan 14, 2014
Replied 11 hours later

Skotty wrote:
If your Hammer crashes (little note here: Hammer today is extremely stable to what I still know from 2005), then you either have to check your system's drivers (for example graphics card driver, since Hammer uses a 3d interface with D3D or OpenGL I guess) or you have to use Cntrl+S a lot, as you always should in any program

My hammer crashes a lot of the time when I load a larger map or occasionally when opening the face edit tool.

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iWork925
1,080 Posts
Posted Jan 15, 2014
Replied 15 hours later
Its possible crashing because its running out of memory. I find for larger maps that going to "Tools> Options> 3D View> Performance" usally helps alot.
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Dafflewoctor
415 Posts
Posted Jan 15, 2014
Replied 7 hours later
Also, I made some ceiling destruction in a map and put some lights shining down into the room. I compiled and it looked fine. Then I added a lot of props in the ceiling and recreated the lights a little differently, and now the map appears pitch black.
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Arachnaphob
412 Posts
Posted Jan 15, 2014
Replied 28 minutes later
Try compiling without RAD. If it's still dark, I don't know what to do. If not, you may have 'disable shadows' off. Enable that and see what happens.
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Dafflewoctor
415 Posts
Posted Jan 15, 2014
Replied 38 minutes later

Arachnaphob wrote:
Try compiling without RAD. If it's still dark, I don't know what to do. If not, you may have 'disable shadows' off. Enable that and see what happens.


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Arachnaphob
412 Posts
Posted Jan 15, 2014
Replied 1 hour later
Damn. Maybe try adding a dim light in the center for some ambience.
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Dafflewoctor
415 Posts
Posted Jan 16, 2014
Replied 5 hours later
Thanks, but I don't particularly like doing that because it tends to look strange, and also the room was looking just fine before I changed the lights.
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Arachnaphob
412 Posts
Posted Jan 16, 2014
Replied 9 minutes later
Maybe you could use env_ambient_light. Do keep in mind that it stays in effect when another map is loaded if it is enabled at the end of the original map. Also, make the color REALLY dim. It goes far with the lighting.

EDIT: Maybe something is wrong with vrad. Are you compiling with full and HDR? If you are, your light bounce calculation thingy may not be working. Try a validation maybe.

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User
630 Posts
Posted Jan 16, 2014
Replied 4 hours later
Or just use a "Light" and set the constant to 100002, and the color to [Number] [Number] [Number] 5.
So you doesnt have this "strange" look, and your black areas are dimmed.
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Dafflewoctor
415 Posts
Posted Jan 16, 2014
Replied 15 minutes later
I really don't want to use "fake" light because as I've said there was a specific spot where the lights were where this didn't happen.

This has happened many times before to me when I try to do ceiling destruction. I'm starting to think it's a problem with the compile...

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CamBen
973 Posts
Posted Jan 16, 2014
Replied 2 hours later
Did you disable shadows on all of your squarebeams and other things? If not, do that.
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Sejievan
232 Posts
Posted Jan 16, 2014
Replied 2 hours later
[Changing the subject]: I'm with a problem with some instructor_hints that i placed on my map for obvious reasons... now i have 6 of them that are activated along the map in different places, but suddenly they just stop working, i checked the I/O, the target entities to follow, but all appears to be ok.. i don't know what to do.. is there any limit number of them that i can put on a single map?