setstats



RSS WoLD Twitter WoLD Youtube WoLD Email Updates, Newsletter, Tutorials

 

View Cart

Tutorial Topics


Level Design


UDK©


3D Modeling/
Maya®


CryEngine3 SDK


CS:GO SDK


L4D2


L4D1


Getting Started

 

CS:GO SDK Navigation and Interface Basics in 15 minutes

February 05, 2013
Category: Counter-Strike: Global Offensive SDK

<--CS:GO SDK Download, Install, Launch Level Editor

CS:GO SDK Scale, Dimension and Proportion-->


For best experience change Quality to HD. Link to Video on Youtube.

In this tutorial you will learn:

Navigation around the viewports

Commonly used functions in the interface

Viewport options

Grid snaps and sizes

Toolbar

Visgroups

Object properties

Fast and to the point overview to get you comfortable using Hammer World Editor

Navigation and interface basics of Hammer World Editor. Before you can start creating maps, you need to know what the interface requires you in order to navigate around the editor.

CS:GO editor is the same for most Source based games. It is very simple to navigate and get used to the functions within the editor.

CS:GO SDK Beginner Basics Series:

How to Download, Install, Launch Hammer World Editor
Level Editor Navigation and Interface Basics in 15 minutes
Player and Architecture Scale, Dimension and Proportion
BSP Brush Geometry: How to Create Your First Room
Adding Prop Models: Using Models In Your Map
Adding Lights: How to Light Your First Room (Lighting Basics)
Texturing: Applying Textures and Principles for Optimizing Early
How to Compile and Run Your First Map

NEW MAP FILE

Lets start a new map file. File --> New

 

AUTOSIZE 4 VIEW

If you do not see four orthographic viewports, (side, front, top) go to View --> Autosize 4 Views.

Shortcut: Ctrl+A

 

OPTIONS

You can look at editor options by going up to Tools --> Options. This will give you some editor preferences you can set. Some require more knowledge about what they do, but others are self-explanitory.

You can switch over to different tabs from game configuratons to general to 2d/3d views.

 

VIEWPORT OPTIONS

Each viewport offers different ways of displaying your geometry. You can change each viewport to an orthorgraphic or a perspective viewport.

For perspective viewport, I set 3D Shaded Textured Polygon option to display textures and brush geometry.

 

NAVIGATING AROUND THE EDITOR

Z - Free Look Mode in perspective viewport

WASD - movement in the perspective viewport after pressing Z for free look mode

Shift+Z - maximize viewport

Hold Spacebar + Left Mouse Button Hold and Drag to pan around in top, side or front views

 

GRID SNAPS AND SIZES

[ ] (bracket Keys) - Increase/Decrease Grid size

Bottom right of Hammer you will see grid display.

I use 16 or 32 for blocking in. You can access few of other options for grid setting under:

  • Map --> Snap to Grid
  • Map --> Show Grid
  • Map --> Grid Setting
  • Map --> Units

TOOLBAR FUNCTIONS MOST COMMONLY USED

 

VISGROUPS

Visgroups are organizational tools within the editor. Think of these as layers or folders that you can place objects into and then switch the display on and off. This helps to keep the viewports to what you are working on without being overwhelmed by all the geometry within the scene. This becomes very important as you map grows in size.

 

OBJECT PROPERTIES

By double clicking on any object (brush, entity) within the map, you will access properties for that object.

For example, below are light_environment object properties:

 

SELECTING, DESELECTING AND DELETING

Use Selection Tool (Shift+S) to select objects, brushes

Press Escape to deselect it

Select any object and hit delete to remove that object

 

CS:GO SDK Beginner Basics Series:

How to Download, Install, Launch Hammer World Editor
Level Editor Navigation and Interface Basics in 15 minutes
Player and Architecture Scale, Dimension and Proportion
BSP Brush Geometry: How to Create Your First Room
Adding Prop Models: Using Models In Your Map
Adding Lights: How to Light Your First Room (Lighting Basics)
Texturing: Applying Textures and Principles for Optimizing Early
How to Compile and Run Your First Map

© 2008-2013. All articles on World of Level Design™ are copyrighted.
Not to be reproduced without prior written consent.

Preproduction Blueprint - How to Plan Your Game Environments and Level Designs

 

PREPRODUCTION BLUEPRINT

How to Plan Your Game Environments and Level Designs

- Ebooks (235+ pages)

- 18 videos (2+ hours)

- Instant Digital Download

Regular Price: $67

(Save $12 w/Code)
Now: $55

Use Discount Code: blueprint12

Read More...

 

Add to Cart