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User's Guide ‐ Options
Cvoxalury edited this page Oct 24, 2025
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Source Level Editor 2.104
This section deals with game-specific settings kept in GameConfig.txt. Setting them up is a necessary step in setting up SLE.

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Configuration: this drop-down list selects the game config for which the settings will be saved.
(SLE)The Rename button allows for renaming of a highlighted config;(SLE)The Open Configs Folder... button brings the user to GameConfig.txt. -
Game Data files: the list of loaded FGD files, same as Hammer 4.1.
(SLE)Edit now opens the highlighted FGD in the preferred text editor rather than always using Microsoft Notepad. - Texture Format: selects the texture format; the only option at the moment is the Source-compatible VMT materials.
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Map Format: selects the format in which maps are saved and loaded.
Half-Life 2 is the standard across its namesake, Source SDK Base and most games. Files are saved and loaded as VMFs.
Half-Life: saves and loads RMFs files. Experimental support level.(SLE)Team Fortress 2: also uses VMFs, except for using unprintable character instead of commas when saving entity outputs. Necessary to load TF2 levels. Incompatible with HL2 and everything that would use the first format. - Default Point Entity class: when first starting with the Entity Tool, this entity will be the first in the list.
- Default Solid Entity class: when turning a brush into a solid entity, this will be the default suggested entity.
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(SLE)Entity Class Quick Access 1-4: these four classes will be available for quick assignment in Object Properties under the Quick Access - Click to expand... button.
Assign them to something you use often to quickly change new entities to it, rather than scrolling through the class list. -
Default texture scale: newly created brushes' faces will have this texture scale.
(SLE)VMTs with %defaultscale [float] parameter can override this. - Default lightmap scale: same as above, but for lightmap scale (no VMT-based override).
- Cordon texture: when using the Cordon Tool, cordons are turned into brushes on compile. This texture will be assigned to them.
- Game Executable Directory: the path to the base game.
- Game Directory: the path to the mod folder.
- Map Sources (VMF) directory: where to store uncompiled VMF projects.
(SLE) In SLE, all file/folder browsers were replaced with full-style browser instead of the old tree-based one.
This section deals with settings shared between games.

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Use independent window configurations: if unchecked, a new document will be created with the default 4-panes view (3D, 2D XY, 2D XZ, 2D YZ). Otherwise a single 2D XY pane will be created.
It is recommended to leave this unchecked. - Load default window positions with maps: only applicable if the previous setting is checked.
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Enable autosave: self-explanatory.
Autosaves are given a special vmf_autosave file extension. -
Time Between Saves: self-explanatory.
In SLE, the default is lowered from 15 to 5. -
Amount of hard drive space used for autosaves: self-explanatory.
In SLE, the default is raised from 100 to 500 megabytes. - Number of map iterations to save: the autosave files will have an increment value appended to them, such as 001, 002. After the limit set by this setting is reached, the oldest file will be replaced.
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Autosave Directory: self-explanatory. In SLE, the default directory is placed in the editor's subfolder:
[editor location]\level_editor\autosave\. -
Undo levels: self-explanatory.
In SLE, the default is raised from 50 to 100. - Max Cameras: related to the Camera Tool.
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(SLE)Prompt when deselecting more than N faces: When using Face Edit Tool and having this many or more faces selected, the editor will warn the user if their next action (such as switching tools or clicking on a new face without multi-select) will cause them to lose the current selection. - Allow grouping and ungrouping while Ignore Groups is checked: if checked, objects and solids can be grouped or ungrouped at any time. If unchecked, the user needs to switch to Objects or Groups Selection level before using grouping/ungrouping.
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Stretch arches and toruses to fit original bounding rectagnle: if checked, when using Arch Tool or Torus Tool, upon creation, the new solids will be stretched to match the tool's bounding box; this affects arches and toruses that aren't 'enclosed' i. e. have an arc of <360 deg.
In Hammer 4.1, a bug causes the stretched arches/toruses to also be offset by half of the box's size. This has been fixed in SLE.(SLE)In SLE, this setting checkbox is replicated in the Arch/Torus Tool dialogues so it can be toggled without going into Options. - Use VGUI model browser: if checked, a newer model browser with previews will be used. If unchecked, a simpler folder browser (limited to the game's folder) with JPEG previews (if they exist) will be used.
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(SLE)Show map restore prompt after improper program termination: if checked, launching SLE after a crash or shutting down its process, SLE will prompt the user about opening the last worked on map.
This is the default behavior in Hammer 4.1. SLE adds an option to disable the prompt. -
(SLE)Enable special splash screens: if checked, the launch splash screen will occasionally change.

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Display scrollbars: controls the 2D panes' scrollbars for moving their view without using panning or zooming.
In SLE, this is disabled by default to slightly increase work area. -
Draw Brush Vertices: when checked, all brushes will render in 2D with small dots showing their vertices.
This does not affect the Vertex Edit Tool. - Draw Models: when checked, unselected model entities will render in wireframe in 2D, unless zoomed out far enough. Otherwise they will render as their bound boxes. Selected entities will render as translucent textured models either way.
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White-on-Black color scheme: when checked, the default 2D background will be dark (graphite) with light grey lines. Otherwise, the background will be close to white, with dark grid lines.
(SLE)In SLE, if using custom colours (see the guide section on Color options), the colours won't change when switching this setting. -
Use Visgroup colors for object lines: if checked, objects will render with their assigned Visgroup's colours in 2D.
Appears to be not reliable. - Keep visgroup when clone-dragging: if checked, objects created via cloning (holding Shift and moving an object to create its clone) will keep the original's visgroup data in the clone.
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Arrow keys nudge selected object/vertex: if checked and using Select Tool, pressing arrow keys will move selected objects while snapping to grid (holding Ctrl disables the snap; objects are nudged by 1 unit).
If using Vertex Edit Tool, the keys nudge vertices.
In SLE, Block Tool creation box is also nudged.
If not checked, arrow keys turn the camera in 3D and pan the 2D views. - Reorient primitives on creation in the active 2D view: if checked, creating solids with Block Tool rotates them so their top faces the currently active (last hovered over by the mouse or clicked on) 2D View.
- Automatic infinite selection in 2D windows (no ENTER): if checked, drawing a selection area in 2D instantly selects brushes and entities within the area. Otherwise the user needs to confirm selection by pressing Enter.
- Select objects by center handles only: if checked, the x-shaped pointer in the middle of brushes and bounding boxes needs to be clicked to select an object. Otherwise, clicking anywhere on it is enough.
- Center on camera after movement in 3D: if checked, when using Camera Tool and having an active camera, 2D Views will center on it after done moving in the 3D view.
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(SLE)Snap rotation angle: replaces Hammer's 4.1 checkbox Default to 15 degree rotation. Now the snap angle can be selected from the drop-down list.(SLE)In SLE, the snap angle toggle was made into a toolbar button. See the User's Guide section on toolbars for more info.
- Size: the default Grid size when making a new map document.
- Intensity: scales the brightness of the Grid lines. Only works in White-on-Black colour mode.
- Highlight every 64 units: if checked, lines on every 64th unit (or every line with Grid size 64) will be brighter.
- Highlight every [ ] grid lines: as above but user-defined.
- Hide grid lines thinner than 4 pixels: when zooming out, lines that become thinner than 4 pixels won't be seen.
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Highlight ever 1024 units: if checked, Grid lines on every 1024 unit will be given their own colour (brown by default).
It is recommended to have this on, as 1024 is the standard VBSP chunk size and may affect your optimisation planning.
In Hammer 4.1, this setting exists but the checkbox is hidden. It was available in earlier Hammer versions and has been re-enabled in SLE. - Dots instead of lines: self-explanatory.

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Back clipping plane: controls the maximum drawing distance in 3D.
In SLE, the maximum has been raised from 10k to 100k.
Keys 1 and 2 (by default) move the distance closer and farther from the camera in the 3D viewport.
Lowering this can considerably improve framerate and object selection time in 3D. - Filter textures: only affects GoldSource textures. Kept for legacy reasons.
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Animate models: if checked, model entities' animations will play in realtime.
(SLE)In SLE, this setting is also available in the View menu and the Object Properties' Model tab. -
Model render distance: model entities beyond this distance will render as boxes.
Lowering this can considerably improve framerate and object selection time in 3D. - Detail render distance: detail objects (grass sprites) beyond this distance won't be drawn.
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Use mouselook navigation: if checked, pressing 'z' (by default) in 3D will enter flying camera mode; the mouse turns the camera and the WASDQE keys (by default) move it.
If unchecked, a different set of keys control the turnning and movement (see the User's Guide section on hotkeys and keybinds).(SLE)In SLE, holding down the mousewheel (mouse3) also allows turning the camera in 3D, regardless of this checkbox. - Reverse mouse Y axis: self-explanatory.
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Forward speed: the normal max speed of the camera.
(SLE)In SLE, holding down Shift boosts the camera speed. - Time to top speed: the acceleration period of camera speed from 0 to the above value.
- Reverse seelction order: relevant for some graphics cards. If checked, the first selected object will be the one farthest from the camera (if objects overlap in the view). Toggle this setting if you experience problems like that.
- Camera FOV: self-explanatory.
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(SLE)Show missing materials as error texture: if checked, faces and decals that refer to missing VMTs will be rendered with a cyan-graphite checkerboard; otherwise they will be white.
Faces and decals that refer to existing VMTs with missing VTFs will still be rendered with the purple-black checkerboard.

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(SLE)Configuration: this drop-down list selects the game config for which the material settings will be saved. -
(SLE)Material browser favourites list: materials in this list will show in the Favourites mini-browser on the right side of the main Material browser. They are meant to provide quick access to commonly used materials.
The Add button opens the Material browser for texture selection.
The Remove button removes the highlighted material from the list. See more info in the User's Guide section on the Favourites. -
Material folders excluded from the browser: the folders in this list will not appear in the Material browser or the 3D View (will show as missing).
The folders marked as (FGD) were added because they are specified in one of the loaded FGDs via the @MaterialExclusion block.(SLE)In SLE, the old tree-style folder browser was replaced with a folder name input prompt. -
(SLE)Material browser cache size: controls the caching of textures in the Texture Browser. Lower values reduce RAM usage but make the browser fetch new textures more often.
(SLE) In Hammer 4.1, the models\ folder is always excluded (this is hardcoded). In SLE, it is excluded via the aforementioned FGD block, and is no longer hardcoded.

- Configuration: this drop-down list selects the game config for which the compile tools and paths will be saved.
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Game executable: the exe file of the base game. Used to automatically launch the game after compiling.
Accepts relative and absolute paths. - BSP executable: the BSP compiler which creates the core map file.
- VIS executable: the VIS compiler which calculates visibility for optimisation and other important uses.
- RAD executable: the RAD compiler which calculates the lighting.
- Place compiled maps here before running the game: if the map sources (VMF files) are kept separately from compiled BSPs, the maps will be placed in this folder.
(SLE) In SLE, all file/folder browsers were replaced with full-style browser instead of the old tree-based one.
This section deals with colour settings that are shared between games.
The customisable colours and the Color tab code was made and shared by the now-defunct SDK-2013-Hammer project and adapted for this project.

- Custom colors: if checked, the colours will be read from the controls below. Otherwise stock hardcoded colours will be used.Unchecking this also resets the custom colours to be equal to stock colours.
- 2D Color scaling checkboxes: if checked, the colour of their respective choices will be scaled by the 2D Views Intensity value.
- Colors controls: clicking these will bring up the colour picker to assign the chosen colour.