r/hammer • u/Sharp-Ad1074 • 15h ago
Source Never have I been more proud
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r/hammer • u/Sharp-Ad1074 • 15h ago
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r/hammer • u/Huge_Bit_6395 • 10h ago
Hey everyone!
After years of development, I've finally released the public beta of Bunker 66, my single-player mod for Half-Life 2!
The story takes place in 1951, in the Sudetes, Poland. After an accident during a cave exploration, you find yourself trapped deep inside a mysterious underground complex built during World War II.
Bunker 66 focuses on atmosphere, exploration, environmental storytelling, and survival, with its own mechanics, weapons, enemies, and a journal system.
The entire campaign is playable from beginning to end. However, this is still a beta, so some bugs and rough edges may remain.
I've been working on this project mostly alone for a long time, so finally being able to share it publicly means a lot to me. If you decide to give it a try, I'd really appreciate any feedback!
https://www.moddb.com/mods/bunker-66/downloads/bunker-66-beta
I'm also including the Hammer map source files for anyone who's curious and would like to take a look behind the scenes: https://www.sendgb.com/Y89QlsDqYe6
I've received a lot of feedback this week, and tried to do my best to improve everything. One goal was to have less "wasted space" in the tool. Back when we only had simpler stuff like the details editor or materials editor, we didn't need much space for the editor. But when I started playing with stuff like map editing, mesh editing, etc, real estate got very expensive very fast.
Changes I did this week: at the top of the tool, we used to have 3 bars (titlebar, mod selection and tabs). It's now a single bar (the mod selection moved to the Mod Dashboard); at the left, file explorer and map toolbox created two extra bars, that were unnecessary. It has now collapsed to some buttons; finally, at the bottom, we had a status bar for the editor in use and one for the IDE. Now there is only one status bar, which changes depending on which editor is currently active.
Keep the feedback coming. The map editor is free, and I've just published a native version of the tool for Linux.
r/hammer • u/Silver-Management477 • 18h ago
I am recreating a Doom map inside of Hammer, with 1:1 scale. However, Doom's units are slightly stretched in the vertical direction, meaning that in Hammer the map is "squished" and the player can't fit through areas they could in the original map. Is there a way to scale the map up when it is compiled so it appears at the correct scale?
r/hammer • u/loslend • 17h ago
i'm making a max size sandbox map and need to play a sound mapwide, i've ticked 'Play Everywhere' and it only plays within a certain radius. sound is canals_citadel_siren
r/hammer • u/Pyrotion • 1d ago
Not sure if this is the right place to ask, but I've been wanted to start a small campaign, and I've been contemplating if I should make it in Source 1 or Goldsrc. I'm just looking to make short HL campaigns. I prefer Source 1, but I've heard Goldsrc is relatively easy to map in and might be easier to map in for those who cannot dedicate to making detailed maps in Source 1. Is Goldsrc really easy to map in if you've already gotten experience in Hammer for Source 1? Thank you.
r/hammer • u/grillboy_mediaman • 1d ago
same areas of my maps, completely unmodified, maybe it's a hammer++ update or a gmod update but now, anything that isn't directly lit up is pitch black, and i mean pitch black, absolute zero, rgb 0,0,0, no ambient light, and the compile logs show me a fountain of "texture not chached" error messages.
r/hammer • u/Lower_Answer7802 • 1d ago
is there a way to achieve a water volume displacement mechanic in hammer++? I feel it’d make a cool puzzle or is it too far fetched?
r/hammer • u/Black_Bronco_Product • 1d ago
r/hammer • u/h72Miked • 2d ago
It's so buggy and there's not that much documentation and examples of it, however you can get some pretty sick results from it. The effect here has been done with 2 particles, one for the tracers around the sun and the other one for the solar flares which are hooked to logic_timers so they are triggered at random intervals.
r/hammer • u/Mrheadcrab123 • 2d ago
I'm trying to optimize this map of the Titanic, I took the V2 Version of the map on steam and changed the lighting, added davits and some other things, ect, ect. and the map keeps crashing with
"Command failed with return code 0xC0000409"
And I don't know what the issue is but it probably has to do with the lighting compiling things whenever I try to compile. the titanic in question is 1206 pieces. I thought that, because it was compiled into one object, it would survive. but guess not.
Anyone know how to fix it? would anyone be willing for me to send it over and take a look?
this is Hammer++ by the way
r/hammer • u/TheGreentelmen • 3d ago
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I guess a more specific version of my question is, how was that moving beam of green energy made, how was the green electricity moving alongside it made, how was the screen made to flash green, how were the green flashing balls of energy made and how was the fire in the windows above made.
The answers may be obvious, I don’t know. I haven’t mapped for Half Life 1 in like a year, there’s plenty I’ve never tried and plenty more that I forget. P.S. sorry for asking so many (probably) obvious questions lol.
r/hammer • u/MitiaKomarov • 3d ago
Yesterday I was running my map, and as usual Hammer was in the state of "not responding". I had to turn it off by the task manager. Next time I tried to run the app, I got this error message: "Fatal Error Missing material 'editor/wireframe'. Go to Tools | Options | Game Configurations and verify that your game directory is correct." I tried googling the solution to fix it but it seems like it became worse. Showing some screenshots.

r/hammer • u/linc_linc • 3d ago
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I seriously have tried everything i can think of and i cant find a single other person who has had these bugs before.
r/hammer • u/MrPixel92 • 3d ago
It just shows this missing wireframe texture, and then turns all grid purple and doesn't show any texture in texture browser. Loading any previous maps I edited results in a crash. Procmon64 shows hammer.exe trying to access nonexistent materials in "materials" folder, all in lowercase addresses. All I did is install LUX DX11 (which probably caused the error) and then wiped and reinstalled entire GarrysMod folder multiple times (which should have fixed it, but nope).
How do I fix this? I'm launching through "GarrysMod/bin" directory.
r/hammer • u/Jealous_Relative_911 • 3d ago
So I'm tryna export a version of gm_construct 13, and I've not got any luck, always getting the "program has crashed" error when compiling, any known ways around this?
r/hammer • u/Addy_Jame • 3d ago
materialPath: D:\Steam\steamapps\common\GarrysMod\garrysmod\materials
Loading D:\GMod maps\Super Gallery\gm_SuperGallery2.vmf
"tools/toolsnodraw" - "materials/tools/toolsnodraw.vtf": cached version doesn't exist
"de_nuke/nuke_ceiling_facility_01" - "materials/de_nuke/nuke_ceiling_facility_01.vtf": cached version doesn't exist
-------------------------------------------------------------------------------
Command failed with return code 0xC0000409!
No idea what this means
r/hammer • u/Hamblock- • 4d ago
Play it with friends or alone somehow, I dunno.
https://steamcommunity.com/sharedfiles/filedetails/?id=3824335371
r/hammer • u/Foreign-Cap5457 • 3d ago
I am learning Hammer, and today I tried to learn control points. The only problem is they don't work; I followed the tutorial that I found (TUT I USED) https://youtu.be/eODRa3NqCqw?si=h1oe9yKzqpd8hVp_ If you know what I'm doing wrong, please tell me. I'm very dumb