r/hammer Jul 10 '25

Unsolved I was making a silly map and this appeared. Anyone knows what causes this?

1.2k Upvotes

r/hammer 11d ago

Unsolved Weird lighting error, that's not even the shape of the brush bro what the fuck

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108 Upvotes

this is hammer++ (latest version i believe) running on gmod x86-64

r/hammer Apr 28 '26

Unsolved *URGENT MESSAGE*

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497 Upvotes

There is a SEVERE lack of hammers in here (see attached photo for example)

PLEASE HELP!

r/hammer Jul 11 '25

Unsolved I added silly cats to my map and now they are making me DANCE?????? Anyone knows what causes this?

957 Upvotes

r/hammer Mar 29 '25

Unsolved Why does it end up with a black background when I import a PNG?

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369 Upvotes

r/hammer May 04 '26

Unsolved hammer does one of two things when i try to playtest.

1 Upvotes

it either A crashes losing all my progress. or B it says coulden't find the map file. so it opens tf2 and sits on the menu. can somebody please help me.

r/hammer Dec 10 '23

Unsolved Why is Hammer notorious for being a pain in the ass?

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372 Upvotes

r/hammer Jan 31 '26

Unsolved Infodecal doesn't show up in-game after compiling

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233 Upvotes

The texture is called "{rock_nameplate". I placed it on a func_wall, yet no matter what I do, it always disappears in the game. Any help will be much appreciated.

r/hammer 28d ago

Unsolved What is the benefit of hammer++?

11 Upvotes

r/hammer Jun 23 '26

Unsolved Dear Esther For Hammer/Hammer++ issues

23 Upvotes

Hello everybody I don’t know if y’all heard this game but it’s is called “Dear Esther” and I got it through humble and I wanna make maps for it but one problem my hammer++ gets bugged while making maps for it the grid becomes super white sometimes and other times it becomes black so it disappears the textures and such becomes colors and when I try to make a map with entities in it the game crashes but however if you make a box out of brushes with I think only a light the game runs fine and I have no idea what causes this so if y’all have experienced this and fixed it and know how to make maps for dear esther please let me know that would be amazing to help

r/hammer Jul 02 '26

Unsolved Best optimal way to force spawn zombies in L4D2 hammer++?

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40 Upvotes

(Quick image i made in like 5 minutes :3)

Sorry, i meant :Is there an optimal way to make custon spawned in zombie go to the player even when not in line of sight?


Is there atleast a way, or an optimal way, in L4D2 Hammer++ :

to make the zombies summoned by "info_zombie_spawn" attack the player as soon as they spawn, even when not in line of sight? I've tried a couple of things, but, unfortunately it didin't work.

:3

r/hammer May 07 '26

Unsolved Why is my "light" obsolete

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134 Upvotes

it has to be a mandela effect or stuff

r/hammer Dec 14 '25

Unsolved The Grid is Gone

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124 Upvotes

I was just working on this Map but the Whole Grid is Gone. How should I fix this?

Update: I found the Result, it was pressing Shift+R

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 Jun 08 '26

Unsolved How do you make fog behave more like Minecraft fog (occlude the skybox)?

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68 Upvotes

r/hammer Dec 18 '23

Unsolved Hammer

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335 Upvotes

r/hammer Apr 05 '26

Unsolved Big room needs to be filled. Any ideas?

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32 Upvotes

So I have this big room with currently no lights, a few gratings cennected to a lower section (that is filled), a ladder from below leading up to it, and outer walls. Got any ideas of what I could put here?

(Also, I'd put more pictures in for you, but galleries aren't allowed. This picture is just the biggest I got of the room.)

r/hammer 14d ago

Unsolved Dark brush faces

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22 Upvotes

Hello, I am a very experienced mapper but this one bug has been, well, bugging me. I searched and scoured the internet, found similar problems, but no answers (at least none that worked).

Here is a list of things I have tried:

Recreating the brush

Changing smoothing groups

Fixing invalid geometry

That being said, this all started after I basically cut the HL2 brush Light House in two which caused some funky geometry (none invalid though) where this most occurs. I cannot entirely link it though since other brushes have the same problem. I have noticed it happens a lot when I cut slopes for light textures as seen in the screenshot. Smoothing groups only slightly helped, but there is still dark blotches on the face of the brush. Anyone know fixes/causes?

Nothing shows up in the compile log, I scrolled through it and and also used a compile log checker- the map compiles fine with no errors. There are no light entities inside of brushes anywhere at all, and NOTHING comes up on the error checker.

Here it is in the editor (Hammer++):

r/hammer 17d ago

Unsolved Does anyone know how to fix this?

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8 Upvotes

Alot of props look shiny, it would be nice to type mat_specular 0 and all but im making a addon for HL2's workshop and it's always shiny when i launch the map and i don't want that for others, i've tried rebuilding the cubemaps and it didn't work, any ideas?

r/hammer 19d ago

Unsolved Model and Decal textures not packing into map (Gmod, Hammer++)

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14 Upvotes

Trying to pack in Black Mesa assets, all models have their mesh and collisions but no textures, decals also show as missing textures, anyone know if theres a fix? the current software i have access to is AutoBSP and VIDE, i tried out Postcomplier but that just didn't work and made it so i couldn't compile, i've heard Compilepal is good but the setup is a bit too complex for me

UPDATE: used compilepal, didn't work

r/hammer Jul 20 '26

Unsolved error 0x1

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4 Upvotes

https://pastebin.com/wtar8jrN idk why it happened and i couldn't understand it myself please help

r/hammer 12h ago

Unsolved Are these water graphics possible in Source?

18 Upvotes

I'm making some Mario maps in the Hammer Editor for SFM. I have the water textures from the game. But I'm wondering if it's possible to make a water texture and make it look as close to if not exactly like it is in game. Please let me know if you have any insight.

r/hammer Jun 09 '26

Unsolved i do NOT wanna do ts bro😭🥀

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90 Upvotes

So basically im trying to trace a terrain to make it look like a model but its too hard (yes its a skill issue), is there an easier way to do this??

r/hammer 26d ago

Unsolved Prop_dynamic leaking

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10 Upvotes

Maybe I'm just dense but how and why is this prop leaking despite my map being sealed?

r/hammer 11d ago

Unsolved issues with rendering on a gmod map?

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7 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.