If your 3D viewport is displaying only in wireframe, you can make it display brushes in flat colors, textures, or shaded textures. (If you want to play with this layout, you can click the top left of any of the viewports to change what they display. These are where you'll draw the brushes that'll make up your level. The other three viewports are 2D grids, top right being an overhead view, bottom left being a front view, and bottom right being a side view. The top left is your 3D preview, displaying an approximation of what your level will look like when it's been compiled. By default, you have four viewports, or windows. The editor might look confusing at first, but it's remarkably simple. What Hammer looks like when you load it up In order to bring up the editor proper, you'll need to either load an existing map or create a new one, using the File menu. Select the game you're mapping for in the list (the other ones won't work anyway), and Hammer will load. When you start Hammer, you'll likely be greeted by a window telling you to pick your "game configuration". Navigating Hammer Hammer telling you to pick a game configuration If you're mapping for any of these games, you'll need to launch Hammer through Steam. Games that have their own set of authoring tools include Alien Swarm, Counter-Strike: Global Offensive, Left 4 Dead 2, and Portal 2. You can find these under "Tools" in Steam. The editor you need either comes packaged in with the game in the bin directory (like C:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin) or in a separate set of "authoring tools". If you're making levels for Source games, Hammer 4.0 will most likely be your editor of choice. Now that you're all caught up on the definitions, let's talk about Hammer itself. Intro to Source Mapping: Navigating Hammer and Making Brushes (Unreleased, slated for October 25, 2017)
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