Using Valve Hammer Editor to Create Worlds for

 

The Valve Hammer Editor is copyright 2001-2002 by Valve LLC, Michigan Detroit U.S.A. All rights reserved.

Half Life, Half Life Counter Strike, and other mods are copyright 1997-2002 by Valve LLC. All rights reserved.

This page is (C) 2003 -2004 amckern

 

Last update

 

11th December 2004

 

Welcome to the Valve Hammer Editor (Hammer /WC /VHE) overview and tutorial. Hammer is the tool created by Valve that enabled the Half Life community Level Designers and Artists to create the geometry and game play you experienced in Half Life, or one of its Mods. Hammer allows you to build the ground, sky, walls, ceilings and shapes for your levels. You will then apply textures, props, prefabs, lights and sounds to give them a realistic appearance. Half Life was created using literally thousands of these assets that you may appropriate to create the base for your own level. You may also add your own assets where applicable. Finally, you'll add the game objects that allow other players to interact with your world.

 

Creating levels is an extremely complex and time-consuming process, and the following is merely the starting point for those who want to learn the basics of building worlds for the Half Life engine. If you've done game design before on 3D or near 3D game, you've probably worked with tools like Hammer.

 

 

Contents

 

Basic Terms

Learn what all the Jargon Means

 

Setting Up Hammer

Ready to start with your map, well you need to set up Hammer first

Steam Set up

Use this topic by Mobiltune, to learn how to set up Hammer to make Maps for Counter Strike 1.6

 

WON Set up

Use this sub topic, to learn how to set up Hammer to make Maps for WON Half Life

 

Making a Simple Room, and your first map

Your First map Simple

 

Knowing what to put into a map to make it work

Now you have your map, lets add the contents

 

Hammer Resource Types

Learn What Hammer uses, how it stores its RMF Files, and more

 

Creating Brushes to Fit Your Needs

Time to make a support pillar

 

The Camera

Time to get some complex skills, First skill is the camera

 

More complex brushwork

Making brushes as ramps

 

Selecting Brushes

How to chose a brush, which you want to work on

 

Brush Power Tools

A look at Hammers Nasty Tools, Carve, and Hollow

 

Flipping, and Turing Brushes

How to get that brush to move an exact angle, with out the messy turning handles

 

Advanced Texturing and Alignment

Learning the Texture Application Tool

 

Invalid Brush Types

Make a brush, and then destroy it

 

Working With Concave Brushes and Loose Faces

How to fix some of the results of nasty brush work, such as carve, and invalid brushes

 

Enter the Entities

An introduction to how Half Life entities work

 

Counter Strike Entity Overview

Lets look at Counter Strikes Most Common Entities

 

Lighting the Map

No use having a bitch black map, even when Counter Strike has Night Vision Goggles, This section covers the 4 major styles of lighting a map

 

Working With Light Colours

How to make your maps have colour lighting

 

Adding Sky to Your Half Life Level

Time to go out side, and play

 

Types of Compile and Their Advantages

Learn how to get your map complied, and what the different styles of compile do to your BSP

 

Optimising Your Level

Advanced options on compiling your map

 

Factors That Cause Levels to Bog Down

Learn about bad R_SPEEDS, leeks, detail, wire frame mode, and more

 

Troubleshooting Visibility Leaks

Got a leek, learn how to find

 

Plugging Leaks

Now you have found the leek, lets plug the hole

 

Final Word

More links, extra help, and legal rights

 

 

 

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Revision History

 

-          New Design

-          Removed some useless information

-         Made each chapter its own page

-         Written in MS Word - No Longer Composer 4.7