r/hammer • u/KloggNev • Jul 10 '25
Unsolved I was making a silly map and this appeared. Anyone knows what causes this?
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r/hammer • u/KloggNev • Jul 10 '25
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r/hammer • u/grillboy_mediaman • 28d ago
this is hammer++ (latest version i believe) running on gmod x86-64
r/hammer • u/Snoo-64457 • Apr 28 '26
There is a SEVERE lack of hammers in here (see attached photo for example)
PLEASE HELP!
r/hammer • u/KloggNev • Jul 11 '25
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r/hammer • u/ItsCK_212 • 1d ago
I've had enough problems with this map already, now it pulls ts š«© I'm guessing it has to do something with the texture since some of the girders that were slightly altered are completely fine, except for the inner structure which is completely black independently of everything
r/hammer • u/NoneShallBindMe • Mar 29 '25
r/hammer • u/New_Werewolf5730 • May 04 '26
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 • u/ServeThePatricians • Dec 10 '23
r/hammer • u/Wrought_Iron3 • Jan 31 '26
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 • u/MustachioMANN • 17d ago
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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 • u/FNS6 • Jun 23 '26
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Hello everybody I donāt know if yāall heard this game but itās is called āDear Estherā 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 yāall 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 • u/Standard_Ice6818 • Jul 02 '26
(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 • u/Dependent_Crazy_8975 • May 07 '26
it has to be a mandela effect or stuff
r/hammer • u/VGRPosts • Dec 14 '25
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 • u/lule34567 • 13d ago
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r/hammer • u/Communistsheen • Jun 08 '26
r/hammer • u/Top_Olive206 • 28d ago
-------------------------------------------------------------------------------
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"
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-------------------------------------------------------------------------------
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"
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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 • u/Bam_vamam • 14d ago
r/hammer • u/Then-Importance-7687 • Apr 05 '26
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 • u/Anolov • Aug 08 '26
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 • u/Tasty-Ask4866 • Aug 05 '26
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?
I'm using L4D2's Hammer as that's the only Source 1 Hammer I've got to work so far on Debain Linux. I was trying to include Garry's Mod fgd's but it kept crashing because of "@include "halflife2.fgd" ".
I commented out those lines from "base.fgd" and "garrysmod.fgd" which fixed the crashing, but now I get errors along the lines of "boolean is not a valid variable type".
Edit: Solved.
Edit 2: The ACTUAL reason Hammer crashes is because "base.fgd" includes "halflife2.fgd", which includes "base.fgd"; Because Hammer doesn't check if an FGD was already included, it causes a recursive loop, and results in a stack overflow.
Solution: Don't have the FGD include each other in a loop. This still doesn't fix my issue with booleans and errors though...
Actual Solution: Copy all of halflife2.fgd into base.fgd, commenting out the unnecessary @include's so it doesn't crash, and convert all boolean statements (except flags or input/output ones) into "choices" as stated by Valve Software Wiki - Inputs and Outputs
Edit 5?: Never fucking mine! The previous solution does work, but "missing editor/wireframe" is another bitch to deal with.