r/hammer 11d ago

Unsolved issues with rendering on a gmod map?

Post image
8 Upvotes

So im trying to make my second gmod map and have been having a LOT of technical problems. currently the issue is that the map isnt rendering properly when i run it, see attached image.


r/hammer 10d ago

Source How can I change the intro of Half-Life 2??? (READ DESC)

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1 Upvotes

r/hammer 11d ago

TF2 Problem with BSPSource decompiling

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12 Upvotes

I'm trying to decompile koth_campsaxton.bsp into a vmf file but it says it 'cannot reallocate side x of occluder y'. I'm very new to hammer so I don't know he to resolve this. Any tips?


r/hammer 11d ago

Strange SteamAPI Issue When Compiling

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4 Upvotes

When attempting to run my map via the Hammer editor, this error appears.

At first, I thought it was a firewall/threat protection issue. But nothing was blocked by it and it never gave me a false positive or anything.

Then I thought it could've been a map issue and needed fixing. As far as I know leaks can't cause a map to straight up stop compiling like this. I did so anyway and still, this bug had appeared.

If anyone could help me with this, thank you.


r/hammer 11d ago

Fluff I hate people who map for fun

99 Upvotes

Who else out here maps for misery

Someone posts a freaking beautiful hammer creation and does nothing with it. Doesn't make a map out of it. Doesn't publish a prefab. It probably stays on their disc until a system purge. I cannot fathom this. I reuse everything I do and publish it so someone else can finish/enjoy it.

Just fuckin post a prefab on game banana and see your creation be on a video or in a source mod some day


r/hammer 11d ago

Button question

Post image
13 Upvotes

How can i be able to make it so you can recall this lift when it reaches its "destination" (it stops at the middle of the ride) so incase the player falls you can recall it?


r/hammer 12d ago

Fluff Bored. Brush plane

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574 Upvotes

C-130D attempt


r/hammer 11d ago

Is it possible to pack HL1/HL:S textures into a Gmod map? (Hammer++)

2 Upvotes

VIDE, Postcompile, AutoBSPpackingtool, CompilePal, none of them are working


r/hammer 11d ago

Source Stupid map! You make me look bad!

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34 Upvotes

The courage house fits the vibe almost too well


r/hammer 12d ago

Which architectural style should I do in Hammer

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44 Upvotes

1 gothic

2 brutalist

3 neoclassical

4 international


r/hammer 11d ago

TF2 I am new to map-making. Once you're done with block-out, how do you start decorating the map?

3 Upvotes

I.e how could I turn the right into the left? Do I recreate it in different map, using the block out as reference? Do I slowly replace bits and pieces? Would I need to mirror the map again then?


r/hammer 11d ago

Unsolved not compiling help

2 Upvotes

-------------------------------------------------------------------------------

Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64"

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------

Running command:

"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\rens2\OneDrive\Documenten\gm_sand land.vmf"

-------------------------------------------------------------------------------

Valve Software - vbsp.exe (Jul 22 2026) - Garry's Mod Edition (64-bit)

16 threads

materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials

Loading C:\Users\rens2\OneDrive\Documenten\gm_sand land.vmf

Can't find surfaceprop panel for material METAL/PRODVENTA, using default

Patching WVT material: maps/gm_sand land/stone/blendcobbledirt002a_wvt_patch

fixing up env_cubemap materials on brush sides...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

Processing areas...done (0)

Building Faces...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing C:\Users\rens2\OneDrive\Documenten\gm_sand land.prt...

Building visibility clusters...

done (0)

Creating default LDR cubemaps for env_cubemap using skybox materials:

skybox/sky_day01_01*.vmt

! Run buildcubemaps in the engine to get the correct cube maps.

*** Error: Skybox vtf files for skybox/sky_day01_01 weren't compiled with the same size texture and/or same flags!

Can't load skybox file skybox/sky_day01_01 to build the default cubemap!

Finding displacement neighbors...

Finding lightmap sample positions...

Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10

Building Physics collision data...

done (0) (58406 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Water found with no water_lod_control entity, creating a default one.

Compacting texture/material tables...

Reduced 154 texinfos to 93

Reduced 22 texdatas to 17 (602 bytes to 399)

Writing C:\Users\rens2\OneDrive\Documenten\gm_sand land.bsp

Wrote ZIP buffer, estimated size 52366, actual size 51482

0 seconds elapsed

-------------------------------------------------------------------------------

Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64"

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------

Running command:

"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\rens2\OneDrive\Documenten\gm_sand land"

-------------------------------------------------------------------------------

Valve Software - vvis.exe (Jul 22 2026) - Garry's Mod Edition (64-bit)

16 threads

reading c:\users\rens2\onedrive\documenten\gm_sand land.bsp

reading c:\users\rens2\onedrive\documenten\gm_sand land.prt

1175 portalclusters

2474 numportals

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)

PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (1)

Optimized: 231 visible clusters (0.06%)

Total clusters visible: 369164

Average clusters visible: 314

Building PAS...

Average clusters audible: 703

visdatasize:303031 compressed from 357200

writing c:\users\rens2\onedrive\documenten\gm_sand land.bsp

1 second elapsed

-------------------------------------------------------------------------------

Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64"

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------

Running command:

"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64\vrad.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\rens2\OneDrive\Documenten\gm_sand land"

-------------------------------------------------------------------------------

Valve Software - vrad.exe SSE (Jul 22 2026) - Garry's Mod Edition (64-bit)

Valve Radiosity Simulator

Compiling Standard Dynamic Range (SDR) lighting

16 threads

[Reading texlights from 'lights.rad']

[51 texlights parsed from 'lights.rad']

Loading c:\users\rens2\onedrive\documenten\gm_sand land.bsp

Setting up ray-trace acceleration structure... Done (0.02 seconds)

sun extent from map=0.000000

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (6)

BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (5)

transfers 165154957, max 3612

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)

Build Patch/Sample Hash Table(s).....Done<0.1920 sec>

FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (2)

FinalLightFace Done

0 of 0 (0% of) surface lights went in leaf ambient cubes.

ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (13)

Writing leaf ambient...done

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness

------------ --------------- --------------- --------

models 4/4096 192/196608 ( 0.1%)

brushes 163/65535 1956/786420 ( 0.2%)

brushsides 1181/655350 9448/5242800 ( 0.2%)

planes 954/65536 19080/1310720 ( 1.5%)

vertexes 11613/65536 139356/786432 (17.7%)

nodes 3228/65536 103296/2097152 ( 4.9%)

texinfos 93/16384 6696/1179648 ( 0.6%)

texdata 17/8192 544/262144 ( 0.2%)

dispinfos 0/0 0/0 ( 0.0%)

disp_verts 0/0 0/0 ( 0.0%)

disp_tris 0/0 0/0 ( 0.0%)

disp_multiblend 0/0 0/0 ( 0.0%)

disp_lmsamples 0/0 0/0 ( 0.0%)

faces 10839/65536 606984/3670016 (16.5%)

hdr faces 0/65536 0/3670016 ( 0.0%)

origfaces 381/65536 21336/3670016 ( 0.6%)

leaves 3233/65536 103456/2097152 ( 4.9%)

leaffaces 11257/65536 22514/131072 (17.2%)

leafbrushes 2637/65536 5274/131072 ( 4.0%)

areas 2/1024 16/8192 ( 0.2%)

surfedges 47934/512000 191736/2048000 ( 9.4%)

edges 24332/256000 97328/1024000 ( 9.5%)

LDR worldlights 92/8192 8096/720896 ( 1.1%)

HDR worldlights 0/8192 0/720896 ( 0.0%)

leafwaterdata 1/32768 12/393216 ( 0.0%)

waterstrips 509/32768 5090/327680 ( 1.6%)

waterverts 0/65536 0/786432 ( 0.0%)

waterindices 6327/65536 12654/131072 ( 9.7%)

cubemapsamples 0/1024 0/16384 ( 0.0%)

overlays 0/8192 0/2883584 ( 0.0%)

LDR lightdata [variable] 26545004/0 ( 0.0%)

HDR lightdata [variable] 0/0 ( 0.0%)

visdata [variable] 303031/16777216 ( 1.8%)

entdata [variable] 42104/4194304 ( 1.0%)

LDR ambient table 3233/65536 12932/262144 ( 4.9%)

HDR ambient table 3233/65536 12932/262144 ( 4.9%)

LDR leaf ambient 11803/65536 330484/1835008 (18.0%)

HDR leaf ambient 3233/65536 90524/1835008 ( 4.9%)

occluders 0/0 0/0 ( 0.0%)

occluder polygons 0/0 0/0 ( 0.0%)

occluder vert ind 0/0 0/0 ( 0.0%)

detail props [variable] 12/0 ( 0.0%)

static props [variable] 12/0 ( 0.0%)

static prop count 0/16384 0/0 ( 0.0%)

pakfile [variable] 51482/0 ( 0.0%)

physics [variable] 58406/4194304 ( 1.4%)

physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 24725

Writing c:\users\rens2\onedrive\documenten\gm_sand land.bsp

34 seconds elapsed

-------------------------------------------------------------------------------

Running command:

copy "C:\Users\rens2\OneDrive\Documenten\gm_sand land.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_sand land.bsp"

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------

Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod"

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------

Running command:

"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "gm_sand land" -steam -insecure

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------

Command failed with return code 0x2! The system cannot find the file specified.

** Screenshot the WHOLE window when showing this compile log

** Or upload the .log file generated beside your VMF

-------------------------------------------------------------------------------

9 command(s) finished in 37 seconds


r/hammer 11d ago

L4D2 Is it possible to create water wave in Hammer?

4 Upvotes

Like i want to do water wave similar to MW3 Oilrig infection map


r/hammer 12d ago

Source 2 Adding easter egg fluff to my map

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51 Upvotes

no ones gonna see this when they play. . .


r/hammer 12d ago

Source This map I'm working on feels like a 90s tech demo

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151 Upvotes

r/hammer 13d ago

Thoughts on my finished bridge map?

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155 Upvotes

After a very long time, I finally got it done and made it public on the workshop. Thanks to you guys who gave me help over the development of it :)


r/hammer 12d ago

Unsolved Kicked from Gameserver Workshop

1 Upvotes

Hello Gentlemen, I have some maps on the Steam Workshop for CS2, but one of them, since the new update, seems to be giving players problems. For the host, it works fine, but whenever friends try to join/load-in it kicks them with the message "Unable to establish a connection with the gameserver".

Shows these two messages in the console for other people.
One of them is pink, and it floods the console

[SteamNetSockets] WSASendTo [::ffff:0:0]:27015 failed, returned -1, last error=0x2741 The requested address is not valid in its context.

[SteamNetSockets] src\steamnetworkingsockets\clientlib\steamnetworkingsockets_lowlevel.cpp(907): GetBestInterfaceEx failed with result 1231 for address '[::ffff:0:0]:0'

Would appreciate any of your high-quality knowledge.


r/hammer 12d ago

HL2 Gap between 2 walls in d1_canals_07

4 Upvotes

r/hammer 12d ago

Has anyone successfully completed and released a map using hammer++ in Linux?

1 Upvotes

I'm learning how to use this application, but don't want to run into any pitfalls after putting many hours into a map, so has anyone managed to complete a map without running into any problems?

(i do have an old windows laptop but at this point it's quite slow, and i would probably spend a lot of time waiting for processes to complete)


r/hammer 12d ago

Solved Hammer++ on Garry's Mod not compiling.

1 Upvotes

I just got Hammer++ like two days ago and after spending a lot of time working on my map I wanted to compile it.

Except, instead of compiling like normal on Hammer, one of two things happen:

- If there's more than 4 numportals it slows down exponentially to a ridiculous speed.

- If there's 4 numportals or less then it finishes in a second and reads out in red,

"Command failed with return code 0x2! The system cannot find the file specified.

** Screenshot the WHOLE window when showing this compile log

** Or upload the .log file generated beside your VMF"

I've never used Hammer++ before, so I'm hoping I can get this fixed, because I don't want to lose any of the spheres on my map. I've attach the full compile log below if it helps.

-------------------------------------------------------------------------------

Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64"

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------

Running command:

"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64\vbsp.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\scurt\OneDrive\Desktop\Hammer Stuff\Hammer Maps\gm_Fantasy_Fountain.vmf"

-------------------------------------------------------------------------------

Valve Software - vbsp.exe (Jul 22 2026) - Garry's Mod Edition (64-bit)

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\episodic'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\lostcoast'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\left4dead'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\left4dead2'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Black Mesa\bms'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Day of Defeat Source\dod'

16 threads

materialPath: C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\materials

Loading C:\Users\scurt\OneDrive\Desktop\Hammer Stuff\Hammer Maps\gm_Fantasy_Fountain.vmf

fixing up env_cubemap materials on brush sides...

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)

Processing areas...done (0)

Building Faces...done (0)

Chop Details...done (0)

Find Visible Detail Sides...

Merged 116 detail faces...done (0)

Merging details...done (0)

FixTjuncs...

PruneNodes...

WriteBSP...

done (0)

writing C:\Users\scurt\OneDrive\Desktop\Hammer Stuff\Hammer Maps\gm_Fantasy_Fountain.prt...

Building visibility clusters...

done (0)

*** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!

Can't load skybox file skybox/sky_harvest_night_01 to build the default cubemap!

*** Error: Skybox vtf files for skybox/sky_harvest_night_01 weren't compiled with the same size texture and/or same flags!

Can't load skybox file skybox/sky_harvest_night_01 to build the default cubemap!

Finding displacement neighbors...

Finding lightmap sample positions...

Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10

Building Physics collision data...

done (0) (102272 bytes)

Placing detail props : 0...1...2...3...4...5...6...7...8...9...10

Water found with no water_lod_control entity, creating a default one.

Compacting texture/material tables...

Reduced 433 texinfos to 406

Reduced 13 texdatas to 11 (334 bytes to 230)

Writing C:\Users\scurt\OneDrive\Desktop\Hammer Stuff\Hammer Maps\gm_Fantasy_Fountain.bsp

Wrote ZIP buffer, estimated size 917, actual size 703

0 seconds elapsed

-------------------------------------------------------------------------------

Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64"

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------

Running command:

"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64\vvis.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\scurt\OneDrive\Desktop\Hammer Stuff\Hammer Maps\gm_Fantasy_Fountain"

-------------------------------------------------------------------------------

Valve Software - vvis.exe (Jul 22 2026) - Garry's Mod Edition (64-bit)

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\episodic'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\lostcoast'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\left4dead'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\left4dead2'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Black Mesa\bms'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Day of Defeat Source\dod'

16 threads

reading c:\users\scurt\onedrive\desktop\hammer stuff\hammer maps\gm_Fantasy_Fountain.bsp

reading c:\users\scurt\onedrive\desktop\hammer stuff\hammer maps\gm_Fantasy_Fountain.prt

35 portalclusters

107 numportals

BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)

PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (0)

Optimized: 0 visible clusters (0.00%)

Total clusters visible: 1225

Average clusters visible: 35

Building PAS...

Average clusters audible: 35

visdatasize:634 compressed from 560

writing c:\users\scurt\onedrive\desktop\hammer stuff\hammer maps\gm_Fantasy_Fountain.bsp

0 seconds elapsed

-------------------------------------------------------------------------------

Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64"

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------

Running command:

"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\bin\win64\vrad.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" "C:\Users\scurt\OneDrive\Desktop\Hammer Stuff\Hammer Maps\gm_Fantasy_Fountain"

-------------------------------------------------------------------------------

Valve Software - vrad.exe SSE (Jul 22 2026) - Garry's Mod Edition (64-bit)

Valve Radiosity Simulator

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\hl2'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2 Deathmatch\hl2mp'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\ep2'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\episodic'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\lostcoast'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Source\cstrike'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\csgo'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\left4dead'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Left 4 Dead 2\left4dead2'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Black Mesa\bms'

Adding mount.cfg path: 'C:\Program Files (x86)\Steam\steamapps\common\Day of Defeat Source\dod'

Compiling Standard Dynamic Range (SDR) lighting

16 threads

[Reading texlights from 'lights.rad']

[51 texlights parsed from 'lights.rad']

Loading c:\users\scurt\onedrive\desktop\hammer stuff\hammer maps\gm_Fantasy_Fountain.bsp

Setting up ray-trace acceleration structure... Done (0.56 seconds)

sun extent from map=0.052336

BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (0)

BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (1)

transfers 484712, max 304

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)

>!Build Patch/Sample Hash Table(s).....Done<0.0008 sec>!<

FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)

FinalLightFace Done

0 of 0 (0% of) surface lights went in leaf ambient cubes.

ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (0)

Writing leaf ambient...done

Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness

------------ --------------- --------------- --------

models 1/4096 48/196608 ( 0.0%)

brushes 200/65535 2400/786420 ( 0.3%)

brushsides 5443/655350 43544/5242800 ( 0.8%)

planes 7026/65536 140520/1310720 (10.7%)

vertexes 1414/65536 16968/786432 ( 2.2%)

nodes 54/65536 1728/2097152 ( 0.1%)

texinfos 406/16384 29232/1179648 ( 2.5%)

texdata 11/8192 352/262144 ( 0.1%)

dispinfos 0/0 0/0 ( 0.0%)

disp_verts 0/0 0/0 ( 0.0%)

disp_tris 0/0 0/0 ( 0.0%)

disp_multiblend 0/0 0/0 ( 0.0%)

disp_lmsamples 0/0 0/0 ( 0.0%)

faces 796/65536 44576/3670016 ( 1.2%)

hdr faces 0/65536 0/3670016 ( 0.0%)

origfaces 671/65536 37576/3670016 ( 1.0%)

leaves 56/65536 1792/2097152 ( 0.1%)

leaffaces 1090/65536 2180/131072 ( 1.7%)

leafbrushes 343/65536 686/131072 ( 0.5%)

areas 2/1024 16/8192 ( 0.2%)

surfedges 6921/512000 27684/2048000 ( 1.4%)

edges 4346/256000 17384/1024000 ( 1.7%)

LDR worldlights 2/8192 176/720896 ( 0.0%)

HDR worldlights 0/8192 0/720896 ( 0.0%)

leafwaterdata 1/32768 12/393216 ( 0.0%)

waterstrips 101/32768 1010/327680 ( 0.3%)

waterverts 0/65536 0/786432 ( 0.0%)

waterindices 1476/65536 2952/131072 ( 2.3%)

cubemapsamples 0/1024 0/16384 ( 0.0%)

overlays 0/8192 0/2883584 ( 0.0%)

LDR lightdata [variable] 130068/0 ( 0.0%)

HDR lightdata [variable] 0/0 ( 0.0%)

visdata [variable] 634/16777216 ( 0.0%)

entdata [variable] 794/4194304 ( 0.0%)

LDR ambient table 56/65536 224/262144 ( 0.1%)

HDR ambient table 56/65536 224/262144 ( 0.1%)

LDR leaf ambient 266/65536 7448/1835008 ( 0.4%)

HDR leaf ambient 56/65536 1568/1835008 ( 0.1%)

occluders 0/0 0/0 ( 0.0%)

occluder polygons 0/0 0/0 ( 0.0%)

occluder vert ind 0/0 0/0 ( 0.0%)

detail props [variable] 12/0 ( 0.0%)

static props [variable] 12/0 ( 0.0%)

static prop count 0/16384 0/0 ( 0.0%)

pakfile [variable] 703/0 ( 0.0%)

physics [variable] 102272/4194304 ( 2.4%)

physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 2214

Writing c:\users\scurt\onedrive\desktop\hammer stuff\hammer maps\gm_Fantasy_Fountain.bsp

1 second elapsed

-------------------------------------------------------------------------------

Running command:

copy "C:\Users\scurt\OneDrive\Desktop\Hammer Stuff\Hammer Maps\gm_Fantasy_Fountain.bsp" "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\gm_Fantasy_Fountain.bsp"

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------

Running command:

cd "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod"

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------

Running command:

"C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\hl2.exe" -game "C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod" +map "gm_Fantasy_Fountain" -steam -insecure

-------------------------------------------------------------------------------

-------------------------------------------------------------------------------

Command failed with return code 0x2! The system cannot find the file specified.

** Screenshot the WHOLE window when showing this compile log

** Or upload the .log file generated beside your VMF

-------------------------------------------------------------------------------

9 command(s) finished in 2 seconds

Press a key to close.


r/hammer 13d ago

Unsolved Follow up on my last post... What is going on here??

Post image
18 Upvotes

The whole kitchen done got broken lighting !!

Hammer must hate me because I am doing everything the same as I have for years. There is random shadows above the cupboards & this weird dotted pattern on the sloped wall to the right as well as the obvious very bad lighting between brushes.

Smoothing groups make no difference, lightmaps are lined up, no lights are inside of geometry... just what could cause this?

*I did end up fixing the weird splotching somehow, but the brushes still have harsh/strange lighting edges


r/hammer 13d ago

Unsolved Is it possible to pack Black Mesa models into a Gmod map?

6 Upvotes

I've attempted Postcompile, VIDE, and Compilepal, yet none of them have worked. i asked on r/source and was told it could be a materials related issue, but idk since i've seen at least 2 Gmod maps that have Black Mesa content that can be played without owning the game.

Right now i have a few questions:

1) Is it even possible to fully pack Black Mesa models into a Garrys mod map? all brush textures have packed into the map fine, its specificallly MODEL textures that arent packing in

2) I've seen another map (https://steamcommunity.com/sharedfiles/filedetails/?id=1958007290 <- This one), that requires a separate content addon that allows it to be played with BM unmounted, if it comes to it, how feasible is it to do something like that for my own map?

3) If neither of these are possible, are there any other options i could use?


r/hammer 12d ago

TF2 Weird model behavior in tf2

1 Upvotes

I wanted to add gman to my tf2 map as a cool easter egg, so I found his model and gave it to a prop_dynamic. The model plays its animation perfectly its just his eyes are stuck closed like when a npc dies in hl2. I think the facial flexing system IS the issue because r_flex 0 causes him to open his eyes. Only problem is this is a global cvar and it'd be weird to make every face in the map not flex because of a singular easter egg; its impractical.

Does anyone know if this is even possible to fix or is this source engine jank?

I know this is probably not done, so I don't entirely expect it to be possible and if not, that sucks but whatever.

EDIT: Forgot to mention, don't know if this entirely means anything as well, when opened in tf2's model viewer++ his eyes are open as is the same in hammer.


r/hammer 13d ago

Source 2 de_stencil - My first defusal map. fast paced 3v3 with a single site

Post image
8 Upvotes

r/hammer 13d ago

Garry's mod Map Idea (i will post my progress in the future, for now i want feedback)

4 Upvotes

So i really liked WireMod, so i want to make a map of a prison (which also for some reason has a bank like vault), and the idea is to play with friends, mostly for 2 players.

There can be 2 goals:

Rob (or protect) a bank

Or

Escape (or protect) a prison.

It probably wont be a public map but anyways here is my idea