Hammer texture alignment

I decided to try out Hammer (Alien Swarm SDK) and started messing with texture alignment. I’m somewhat familiar with it from Call of Duty’s Radiant editor but Hammer is giving me shit.
So basically I have this simple curved wall (why does Hammer use brushes instead of meshes to create curves?) that I want to slap a texture on and stretch it out a bit so it fits properly.

This is what I get:

What am I doing wrong? Aligning it to the world doesn’t help much either (I still get two clearly visible seams)

Also, is there a way to nagivate on the 2D grid? Those scrollbars gotta be a joke right… :aah:

my hammer has problems with all the textures…

it keeps using lines instead of real textures…

plz help

PS: i did select the texture and said use this texture

Seeing as this thread is here, I’ll post a minor irritation.
Is there a way to scale a brush, and have it’s texture automatically scale with it?

Yes. Lock Texture Scaling. It’s across your top toolbar.

I fucking love you.

Thanks that did the trick.

Your 3d viewport is set to wireframe; click in the top-left of the viewport and select ‘3d textured’

Either that or make sure your gameconfig is setup properly; if you are working on a mod make sure it is source2007 SDK

:o thanks for the tip on the 3D view Ram. It is very helpful and I feel like less of a hammer noob now.

Edit: :open_mouth: it works on 2D grid too, double win.

Really? I just use Z. I don’t usually place a camera unless I get tired of having to find where I left off in a map, and I never use the tools to move and zoom.
:expressionless:

I’ve been mapping two days straight using those fucking scrollbars, LIFE CHANGING EXPERIENCE. :aah:

people navigate the viewports without the space bar?

.>

<.<

Noobs like myself did once, however I have been shown the light! :bulb:

feels bad man

I’ve been happily navigating without the spacebar for over three years now. And now that I’ve tried what it does, I will continue to do so. Hot damn it’s slow for navigating in 2D. Mouse wheel zoom out zoom in for the win. :wink:

I could see some use for it if I’d need to move, say 128 units to the left, but even then the cursor would end up in the wrong place. :stuck_out_tongue:

I didn’t know you could use the spacebar… I need to learn more of these “tricks” I guess…I’ve been using “Z” for about 2 years now… I’m gonna try it…

EDIT: I don’t like it much, I’m stickin’ with “Z”.

All the hammer ‘tricks’ you could ever want to know:

https://developer.valvesoftware.com/wiki/Hammer_Hotkey_Reference

seriously, hotkeys make your life easier

I don’t feel like spamming new threads, so here goes.

I’m working on my space sequence for Alien Swarm but I’m having some problems. I want to use a custom space texture as a skybox to create the feeling that the players are in space, the texture imports just fine but getting it to work in-game is not going well. Infact, all skyboxes that I use turn out to be completely white (glowing).

The wierd thing is, when I’m generating the cubemaps I can clearly see the skybox as it’s supposed to be. I’m using a light_environment as a primary source of light, theres a huge blocklight brush to prevent the interior from getting affected. Currently I have a brush with a space texture on it, it doesn’t look bad but it doesn’t create the feeling of depth (parallaxing it might work but I have no idea how to do that).

Also, I made a fog_volume to create the blue fog you see on the screenshot above, but for some reason the whole level is affected instead of just the area within the brush coordinations. I also seem to have a little area where several brushes appear to be tinted red, yet there’s no red lights anywhere near the brushes.

well I managed to fix most problems, but I can’t figure out why some models are not properly affected by the lighting. They only seem to appear in my space section:

They are either too bright or too dark, anyone know how to solve this problem?

You can try using lighting origins to smooth out the lighting.

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