Sledge - A Hammer alternative (UPDATE!)

A Forum Thread for GameBanana

A Free and open source drop-in replacement for Valve's Hammer Editor.

Sledge Logo
1. What is "Sledge"? ==================== Sledge is a free and open source drop-in replacement for Valve's Hammer Editor made by [Penguinboy](http://logic-and-trick.com/ "Penguinboy's website") from [TWHL](http://twhl.info/ "The Whole Half-Life - Website") , currently under development. It reads and writes RMF, MAP, and VMF files, and it can be used to create maps for both GoldSource and Source engines. 2. Features in Sledge ===================== - Runs on modern operating systems and graphics cards; - Full support for Goldsource editing; - Reads and writes RMF, MAP, VMF files; - Proper decimal precision for sub-grid geometry; - Support for large maps via FGD attributes; - Support for multiple visgroups per object; - Automatic visgrouping; - ...and much more! A number of file format parsers are currently available, including FGD, RMF, VMF, MDL (limited support), and WAD (via [HLLib](http://nemesis.thewavelength.net/index.php?p=35 "Nem's Tools - HLLib")). 3. Reasons to Try Sledge ======================== Sledge is built using modern frameworks and libraries, and is tested on modern operating systems. Sledge brings many editing features available in Hammer 4 into the Goldsource editing environment. Sledge is constantly being enhanced and new features are always being added. Sledge is open source, which means the source code is available to everybody to modify and improve. 4. Sledge Public Alpha ====================== Sledge is currently in alpha stage, so it may be unstable and some features are missing. Missing features include (currently): - Advanced compile options; - Built-in support for prefabs/instances; - Automatic detection of game configurations; _**UPDATE**_ ============ The below features have been added since the website has been updated: - Support for opening multiple maps at once; - Rendering models; - Autosaving; - Support for PAK/GCF packaged installs; - Transparent tool brush rendering; - Support for editor cameras. 5. Source Support ================= The current milestone is to fully support Goldsource editing. Once the alpha test is complete, work to add support for Source will begin. Full Source support is expected to be released in version 2. Many Source editing features will be available in Goldsource as well, such as displacements and instances. These features will convert to Goldsource-compatible brushwork when a map is compiled. 6. Future Possibilities ======================= Because Sledge is open source, the possibilities for future expansion are endless. Some popular ideas include the following: - Collaborative editing and multi-user support; - A plugin system and support for scripting; - Built-in support for version control systems like SVN and Git; - Powerful displacement editing tools; - A complete **_'Sledge SDK'_** containing other editing and creation tools based on the Sledge code base. ...and anything else you can think of! A few screenshots: ![](http://imageshack.com/a/img132/1264/kfce.png "") ![](http://imageshack.com/a/img4/5199/a22z.png "") ![](http://imageshack.com/a/img577/7117/eo4n.png "") ![](http://imageshack.com/a/img7/8505/b6cp.png "") 7. Sledge's last update (**NEW!** 18 Apr 2014): ====================================== New release is out! This release has some nice additions made by users **Mozartkugeln** and **MaxED**, so a big thanks to both of them for helping make Sledge better! Got lots of features here: Major features - New Arch brush feature: smooth ramps
- Added experimental 3D rotation widget (currently only available during rotation mode)
- Render entity text in the 2D views (when zoom level >= 1) - Entity angles are now shown in 2D viewports (when zoom level >= 0.5)
- Viewport window grid layout editor
- Support for multiple viewport windows (multi-monitor support)
- Add feature to capture a screenshot of a viewport. Fixes #149, fixes #97.
Example screenshot:
- Added favourite textures in the texture browser. Fixes #14.
Minor features - Null textures are not tested during selection when they are hidden. Fixes #147. - Set the bounding box of model entities to the size of their display model. Fixes #148. - Clip tool now cycles between which side of the clip to keep. Fixes #48. - VM tool now cycles between which types of points to show. Fixes #128. - Double-clicking a texture in the texture application form will apply it. - Added a setting for rendering the selection box with dashed lines. - Added a setting for requiring a mouse click to move the camera when space is down. - Allow for decimal precision in numeric brush script controls. Fixes #127. - Add an option to allow users to toggle rounding of created brush vertices. Fixes #131. - Add missing hotkeys for carve and hollow. Fixes #132. - Added axis text to the 2D viewport labels. - New 16px icon set. - Lots of other minor features. Bug fixes - Fixed a text rendering crash on older graphics cards. - Fix for rendering issues on old ATI cards. - Make "center views on selection" work when nothing is selected. Fixes #134. - Update the merging and vertex grouping logic in the VM tool. Fixes #139, fixes #140. - Ignore clicking in the 3D view when space is held down to control the camera. Fixes #135. - Fix error in the grouping actions. Fixes #130. - Fix several issues on the texture application form. - 3D camera can now be moved up/down using Q/E keys. - Arrow keys can now be used to move the viewport camera in the 2D views. - Lots of small performance optimisations. --------------------------- Be sure to follow every update on the pages below, or help the developer by leaving a comment on the official forum thread: [TWHL.info - Official Sledge forum thread](http://twhl.info/forums.php?thread=18410&page=1 "TWHL.info") [GitHub](https://github.com/LogicAndTrick/sledge "GitHub") --------------------------- **Pull requests are welcome!** Also, please submit an issue if you encounter a problem, you can also contact the developer via email (see GitHub profile): [Developer's GitHub profile](https://github.com/LogicAndTrick "Daniel Walder's GitHub") --------------------------- YOU CAN [DOWNLOAD IT HERE](http://sledge-editor.com/ "Sledge Download")! (Requires .NET 4.0, [download here](http://www.microsoft.com/en-us/download/details.aspx?id=17851 "Microsoft .NET Framework 4 (Web Installer)")) --------------------------- --------------------------- For those who's wondering, I've had **[specific author's permission](http://imageshack.com/a/img35/7660/u0z5.png "Author permission")** to open this thread. **_The Sledge Editor is GPL. All other components are LGPL._** --------------------------- Thank you for reading. And please, leave your thoughts!

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  • SpiritVII avatar
    SpiritVII Joined 10y ago
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    5y
    Can I have your children?
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    5y
    You're coding this?
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    5y
    Can't wait until multi-user support :D
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    5y
    This is too interesting to ignore.
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    5y
    Oh wow this is quite interesting I'd love to see an actual crash free hammer one day :p Jokes aside what I'd really love to see with a newer improved hammer is dynamic lightning as in if you place a light source on a map that it actually affects the rendered scene, with that real time shading/cubemaps? I'll give it a try out of curiosity and feature this thread as a lot of mappers need to hear about this new tool!
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    5y
    Can I do this in Goldsource?Or is it a screenshot from source mapping?
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    aaabdurazak!
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    > **Posted by Harris** > Can I do this in Goldsource?Or is it a screenshot from source mapping? To the looks of it, everything is first set to GoldSource and if they finish that they'll move to Source, so yes you would be able to do that.
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    5y
    This is brilliant news.
    space
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    5y
    I hope this gets more support, because this just is a better alternative to the buggy Source SDK that exists.
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    I honestly don't see the benefits of this.
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    5y
    > **Posted by Kosai106** > I honestly don't see the benefits of this. The original HAMMER is a pretty fucking buggy piece of shit, and attributes to a lot of people's skill just to compensate for the bullshit the SDK throws at people. So this is supposed to be the fix of Valve's errors that have yet to been fixed, to even this day. It's a great step forward for mappers, basically.
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    5y
    Wow! First page feature! Penguinboy should be happy for this! :D Thank you Rafaël! :) **_EDIT:_** The thread has been modified due to author's request. _**Introduction**_ and _**section n. 4**_ has been updated.
    • Interesting x 1
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    5y
    ### Having an open-source Hammer makes me want to learn how to code! Just the thought of being able to build your own plugins is unbelievably awesome, not to mention the myriad of new features and customization you've added already, well done mate! :P Keep up the good work, and BTW, I can't wait for full Source SDK support! =P
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    > **Posted by Logan Dougall** > You're coding this? Me? No. It will be a complete disaster since I don't even know how to code. :P
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    5y
    it looks pretty nice, buut i didnt read in description, however it could be important to me: can it show models with goldsource or fully looks like in hammer v3.4 (purple square column)?
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    moddoljunkdude.blogspot.com
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    > **Posted by G.o.d.W.a.n.4.** > it looks pretty nice, buut i didnt read in description, however it could be important to me: can it show models with goldsource or fully looks like in hammer v3.4 (purple square column)? You should ask this to him in the official thread here. :) And, by the way, in the description you can clearly see "Rendering models" as an added feature in the section 4, below "UPDATE".
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    > **Posted by captain0terror** > ### Having an open-source Hammer makes me want to learn how to code! > > Just the thought of being able to build your own plugins is unbelievably awesome, not to mention the myriad of new features and customization you've added already, well done mate! :P > > Keep up the good work, and BTW, I can't wait for full Source SDK support! =P From what I can tell, it's in C#, which should be about two weeks of work to learn.
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    5y
    >dotNOT > >Even though using OpenGL renderer Why. Just why.
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    5y
    Wow this looks amazing! Is it also gonna fix the vertices offset problems that have been in Hammer for decades? I mean, when you create an arch of 24 or more sides fir instance, when you save your vmf and you re-open it, almost all of the vertices are off-grid and cause a whole pletora of unworkable brushes. This is annoying, and because it's so simple of geometry it's annoying that Hammer can't even handle such little thingies. Anyways, when this is out I'm trying it out for sure!
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    5y
    Wow, this looks amazing.
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    The logo looks like a penis that is upside down... My contribution to this discussion is done.
    • Interesting x 2
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    • That's what she said x 1
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    Is this thing turned on?
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    5y
    Is this possible: Multiple users working on the same map at the same time... basically like multiplayer interface-but in mapping?
    • Win x 2
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    "Now I've seen everything" -The Engineer, ready to try Sledge
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    > **Posted by Kosai106** > I honestly don't see the benefits of this. do u evn map
    • Agree x 2
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    > **Posted by squeezit** > > do u evn map Believe it or not, I do.
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  • About time, I've been waiting for this for months.
    Call me Masterb8es
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    > **Posted by Kosai106** > I honestly don't see the benefits of this. It's gonna be compatible with source and goldsrc, and hopefully run smoother
    Bananite
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    Very, very ineteresting tool.
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    > **Posted by Matr!X7689** > Is this possible: > > Multiple users working on the same map at the same time... basically like multiplayer interface-but in mapping? no it is not
    okiedokiesmokiedokie
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    I better using sledge. But the developer using VB to create this program.
    Rebooting...
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    > **Posted by brett360** > > **Posted by Matr!X7689** > > > Is this possible: > > > > Multiple users working on the same map at the same time... basically like multiplayer interface-but in mapping? > > no it is not Actually... yes. I know the developer personally, and he mentioned that feature more than once. If programs like "TeamViewer" exists, or "websites where you can draw whatever you want with other users at the same time", why should not exist a Hammer-like program that gives you the chance to remotely build a map with other mappers? I bet you just need an internet connection, the required ports opened, and a good programmer such as Penguinboy.
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    Definately keeping an eye on this! Great work so far!
    Mapper
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    I HOPE THIS HAMMER WILL HELP US COMPILE MAPS FASTER , I LIKE EVERYTHING ABOUT THE OLD HAMMER BUT COMPILING FASTER IS VERY IMPORTANT AND CREATING A GREATER LIMITS ABOUT SWITCHABLE LIGHTS WOULD BE AMAZING , THE LIMIT OF 32 LIGHTS WASNT GOOD ENOUGH FOR ME
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    > **Posted by Codi_maper** > I HOPE THIS HAMMER WILL HELP US COMPILE MAPS FASTER , I LIKE EVERYTHING ABOUT THE OLD HAMMER BUT COMPILING FASTER IS VERY IMPORTANT AND CREATING A GREATER LIMITS ABOUT SWITCHABLE LIGHTS WOULD BE AMAZING , THE LIMIT OF 32 LIGHTS WASNT GOOD ENOUGH FOR ME Turn off your caps-lock next time please, it looks like you're SCREAMING TO US. :P As for what you've said, you can use many different settings to make your compile times faster even in Hammer. Using Vluzacn's compiling tools is a good start. Then it also depends on your computer and the number of cores your CPU have and how much cores you want Hammer to use for every compile process (through commands). Using the "-high" setting on every compile program in Advanced Compile Settings (hlcsg.exe, hlbsp.exe, hlvis.exe and hlrad.exe) should makes your compile times faster. :)
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    Properly built maps shouldn't take that long to compile anyway.
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    > **Posted by Codi_maper** > I HOPE THIS HAMMER WILL HELP US COMPILE MAPS FASTER , I LIKE EVERYTHING ABOUT THE OLD HAMMER BUT COMPILING FASTER IS VERY IMPORTANT AND CREATING A GREATER LIMITS ABOUT SWITCHABLE LIGHTS WOULD BE AMAZING , THE LIMIT OF 32 LIGHTS WASNT GOOD ENOUGH FOR ME My best man, Screaming like that is not good. Secondly, limits cannot be pushed. Much like there is a 2048 entity limit on Hammer, it will not increase in Sledge because that limit is decided by servers, not the Hammer tool. It's therefor unlikely that the lights limit will be expanded. A faster compile depends on your computer but ultimately also on you mapping skills. Proper usage of func_detail and props can help a map compile 10000 times faster no matter if you are mapping in NASA headquarters or not.
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    > **Posted by PKGamerX** > > **Posted by Alberto309** > > > > -SNIP- > > As far as I know, the speed of compiling doesn't depend on Hammer nor will on Sledge. But it depends on the Compiler and your Machine, right? > > Because Sledge or Hammer don't compile your maps actually, compiler does. Exactly. :) hlcsg, hlbsp, etc... are compiling programs. So if you let them work at its best, they should increase compile times. It also depends on the map AND the optimization skills the mapper gives to his maps, as SpherixNL and JorisCeoen says.
    • Agree x 1
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    > **Posted by Alberto309** > > **Posted by brett360** > > > > **Posted by Matr!X7689** > > > > > Is this possible: > > > > > > Multiple users working on the same map at the same time... basically like multiplayer interface-but in mapping? > > > > no it is not > > Actually... yes. > > I know the developer personally, and he mentioned that feature more than once. If programs like "TeamViewer" exists, or "websites where you can draw whatever you want with other users at the same time", why should not exist a Hammer-like program that gives you the chance to remotely build a map with other mappers? I bet you just need an internet connection, the required ports opened, and a good programmer such as Penguinboy. I meant that it's not possible right now. I assumed he thought that Sledge would allow that. But I'm sure in the future it will happen. Hopefully.
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    Sledge is working smoother than VHE, but I've been using 1.0.04-1.0.12 just for testing. There was bug with texture tool, and some other glitches so I'm waiting for beta release ;)
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    > **Posted by brett360** > I meant that it's not possible right now. I assumed he thought that Sledge would allow that. But I'm sure in the future it will happen. Hopefully. Now that's better. :P Because "no it is not" basically means "No". :P
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    Question: Will this program be able to realtime render things, so if we wanted to see how a particle would look placed in an area or how a light will look in a room? I saw something like this in UDK and it proves to be very useful for quick edits.
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    > **Posted by KiLlEr10312** > Question: > > Will this program be able to realtime render things, so if we wanted to see how a particle would look placed in an area or how a light will look in a room? I saw something like this in UDK and it proves to be very useful for quick edits. This is a bit difficult to achieve, real time rendering means also that the system requirements could be higher. But the developer is probably thinking to implement something like this if he's able to do it. UDK is a lot more professional and complete than VHE (imho), and I also think that Sledge is only at 20% of its full capacity now since its still an Alpha. Once it gets finished it'll be a lot better. :) Anyway, if you wish to follow its development, or ask specific questions (like the one you've asked here) to the developer, you might want to head over the official forum development thread, and he'll sure replies to you! You can find the link at the end of this thread. :) Hope this helps!
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    > **Posted by Alberto309** > > **Posted by KiLlEr10312** > > > Question: > > > > Will this program be able to realtime render things, so if we wanted to see how a particle would look placed in an area or how a light will look in a room? I saw something like this in UDK and it proves to be very useful for quick edits. > > This is a bit difficult to achieve, real time rendering means also that the system requirements could be higher. But the developer is probably thinking to implement something like this if he's able to do it. UDK is a lot more professional and complete than VHE (imho), and I also think that Sledge is only at 20% of its full capacity now since its still an Alpha. Once it gets finished it'll be a lot better. :) > > Anyway, if you wish to follow its development, or ask specific questions (like the one you've asked here) to the developer, you might want to head over the official forum development thread, and he'll sure replies to you! You can find the link at the end of this thread. :) > > Hope this helps! I'd love something like UDK for Source engine. The realtime rendering is excellent and would save me from having to constantly re-test-run a map whenever I change a lighting aspect.
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    That's what cordon bounds are for :D > **Posted by 404: User Not Found** > > **Posted by Alberto309** > > > > **Posted by KiLlEr10312** > > > > > Question: > > > > > > Will this program be able to realtime render things, so if we wanted to see how a particle would look placed in an area or how a light will look in a room? I saw something like this in UDK and it proves to be very useful for quick edits. > > > > This is a bit difficult to achieve, real time rendering means also that the system requirements could be higher. But the developer is probably thinking to implement something like this if he's able to do it. UDK is a lot more professional and complete than VHE (imho), and I also think that Sledge is only at 20% of its full capacity now since its still an Alpha. Once it gets finished it'll be a lot better. :) > > > > Anyway, if you wish to follow its development, or ask specific questions (like the one you've asked here) to the developer, you might want to head over the official forum development thread, and he'll sure replies to you! You can find the link at the end of this thread. :) > > > > Hope this helps! > > I'd love something like UDK for Source engine. The realtime rendering is excellent and would save me from having to constantly re-test-run a map whenever I change a lighting aspect.
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    > **Posted by SpiritVII** > > That's what cordon bounds are for :D What I meant was, I'd like to have real-time rendering for lighting. Whenever I'm adding lighting to a map, the little wireframed "guides" that show the size/distance of the light don't do any good to me. I have to constantly save the map, testrun it, make modifications, repeat, until I get the lighting I want.
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    With the way that source engine does lighting I can almost guarantee you that real time rendering of lights will never happen.
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    > **Posted by SpiritVII** > That's what cordon bounds are for :D The Cordon Tool is just a tool that lets you compile a specified selection of a map. It doesn't have nothing to do with real-time rendering.
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    > **Posted by brett360** > With the way that source engine does lighting I can almost guarantee you that real time rendering of lights will never happen. Well, this could be debatable. As some of you knows, the Unreal Engine renders in real-time every change you do in the editor (CSG process for brushes, and meshes, included). The only thing a Source or GoldSource Engine mapper might be interested in, is the real-time rendering of every light entity (light, light\_spot, light\_environment, etc.), and of course, shadows. Now, if we create the basic "hollowed room" with one light entity inside it, this will took 3/4 seconds to compile on Hammer 4 even on a Pentium 4 CPU. As the Unreal Engine does, it renders lights and shadows only if we select the "Build only lights" option (and some of the other ones of course, like "Build all"). And it renders the current light entities (in this case) in the map, so it doesn't takes much time to do it (few seconds) if we select that option everytime for each light we add. Long story short: a preview of rendered lights and shadows, maybe at a lightmap value of 32 to decrease some rendering time, it should be possible imho (at least on Source). Despite that the Unreal Engine creates the playable map file immediately as the same file is the one we edit in the editor, a different file could be created for the only purpose of saving the lighting preview in the editor (Sledge, in this case), leaving the BSP intact. This could (and should) save a lot of precious time to the mapper. And, I repeat, it should be possible IMHO. Sorry for my embarassing english btw. I hope you've understood what I wanted to say.
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    Agreed, I was just merely pointing out that you don't have to compile the entire map out to test a few lit areas. I'm sure there are mappers out there that don't know about it. I actually didn't know about the cordon bounds tool until about a year ago. Also, it might be cool to allow the cordon bounds tool to designate an area for lighting preview -- ie: compile only that portion of a map and save it as a separate (temporary) file so it doesn't conflict with the last successful compile. > **Posted by Alberto309** > > **Posted by SpiritVII** > > > That's what cordon bounds are for :D > > The Cordon Tool is just a tool that lets you compile a specified selection of a map. It doesn't have nothing to do with real-time rendering.
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    Why not wait until **Source 2** ? _Left4Dead 3_ should come on this new game engine, So it is right to speculate that Valve should be giving support for the SDK on Source 2. Anyways thanks for updating Hammer but I honestly think you should wait until April-May to hear news from Valve.
    • Disagree x 2
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