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PTI Maps In Hammer ?

Is there a way to edit PTI maps in hammer? Because that would seriously make at least a good two thirds of my maps a lot easier on me to make.
Also is there a way to remove the limits of the PTI map maker? Cause I have seen some interesting stuff on the workshop.

Type "puzzlemaker_export filename" into the developer console to export the currently open map to filename.vmf in sdk_content/maps.

The limit is removed when using the BEE2, or compiling through hammer. There is another limit imposed by the engine that is a bit higher, so it won't help too much. PTI instances are just very complicated. I'd suggest you replace them in hammer.

My stuff:
[spoiler]- BEE2 Addons | (BEE2)
- Hammer Addons
Maps:
- Crushed Gel
- Gel is Not Always Helpful[/spoiler]

I suggest you should start learning hammer. It will make it easier in the long run.

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"Oh, in case you got covered in that repulsion gel, here's some advice the lab boys gave me: DO NOT get covered in the repulsion gel."
iWork925 wrote:
I suggest you should start learning hammer. It will make it easier in the long run.

I second this. Learning Hammer opens up a lot of possibilities and as you soon as you get the hang of it, you'll never go back.

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I was going to make the maps in PTI, export them to hammer, and recreate the entities one at a time, then pimp them out further in hammer. (lighting, decorating etc)

My main issue now is getting doors to appear without that annoying clipping, even if I use the example molds from the zoo mechanics I can't get it perfect.

I also have another question, let's say I have two maps open in hammer in separate windows.(separate windows within the same instance of hammer) If I select every entity in one window, and cut it, can I paste it into another window and add that map to it?

You can. You can also add one map to the other as an "instance" using the func_instance entity.

When pasting a whole map you should probably use Ctrl-Shift-V, which lets you keep the origin intact.

Falsi sumus crusto!