Mapping for HL:Source..
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Re: Mapping for HL:Source..
Posted by amanderino on Mon Dec 11th at 6:52am 2006


How to do I map for HL:source and HL:deathmatch?
They do not appear in my Current Games box when I run the SDK.
I ran a search through my entire Steam folder and couldn't find the .fgd file so that I could manually configure it. Anyone know how to fix this?

Hopefully, I don't have to re-install the SDK.. I hate doing it.
Thanks in advance.




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Re: Mapping for HL:Source..
Posted by Crono on Mon Dec 11th at 6:57am 2006


FGD's are used for entity definitions to be read into an editor ... they have nothing to do with the SDK. In fact, I'm not even sure if HL2 games use FGD files explicitly, if they do, in any case, the user doesn't need to even know they exist.

I think you're looking for the cached GCF file? In which case, you need to have the game installed in steam for that to show up. You also need to run it at least once before you can edit the game.

If you don't own it, you have to purchase it first.

That's all that there is to it.

The only times you need to reinstall the SDK is if the cache file for the SDK is messed up irrevocably and a "validation" doesn't work.



Blame it on Microsoft, God does.



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Re: Mapping for HL:Source..
Posted by amanderino on Mon Dec 11th at 7:11am 2006


Uhm, do I just select the game directory then?
And where are the Half-Life: Source texture files?

edit: i have the games installed.




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Re: Mapping for HL:Source..
Posted by Crono on Mon Dec 11th at 9:34am 2006


From the user's perspective, the only thing you ever need to select when editing for a source game is the game through the SourceSDK. When you run hammer, the appropriate cache file will be loaded and you'll have access to everything you need.

I can't even remember if you actually need to set up the maps folder or not. The gist of all this is, you don't have to do much of anything to get it all working.

If you're having the trouble with the SDK, you can do a couple things, one of which is refreshing the game content. That usually fixes a lot of issues if certain games aren't working through the SourceSDK. The other, is if there's a problem with a utility program or the SDK it self, and that's Refresh SDK content. It will re-copy content from the SDK cache file to your username directory under SteamApps.

Try them in that order. If that doesn't work, verify the game caches. If you're still having troubles and you've followed everything properly, then try re-installing the SDK.

Past that ... it should be working. I don't know of any common bugs that are not allowing games to show up in the SDK at the moment.



Blame it on Microsoft, God does.



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Re: Mapping for HL:Source..
Posted by amanderino on Mon Dec 11th at 11:44am 2006


Crono,
I just spent the last hour doing the things you told me.

First, I reset game configurations. Then, I refreshed sdk content (even though it automatically does this every time the SDK is loaded). Afterwords, I reinstalled the SDK.

STILL no Half-Life: Source or HL:DM.




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Re: Mapping for HL:Source..
Posted by reaper47 on Mon Dec 11th at 12:11pm 2006


Hmm, maybe I missed the point (I skipped a few sentences) but HL(1)smileyM requires a different version of Hammer (I think?) that isn't in Steam and obviously not part of the Source(engine) SDK. It's on the older Half-Life 1 engine.

Also from what I heard HL:S isn't officially supported or at least wasn't last time I checked, thus not appearing in the official SDK list.

Here's the HL:S FGD maybe you can use this while copying the text in a *.fgd file in the right directory






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Re: Mapping for HL:Source..
Posted by amanderino on Mon Dec 11th at 12:32pm 2006


It needs hacked or something.
I give up.




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Re: Mapping for HL:Source..
Posted by Crono on Mon Dec 11th at 9:34pm 2006


I didn't know it wasn't supported.

If you want to add it to your SourceSDK games list you need to run Vconfig under the Steam/.../sourcesdk/bin folder. Personally, I can't get the damn thing to run because it whines that Steam.dll is missing, I copy the thing over and it does nothing.

Valve needs to stop breaking things. It was much better when these tools didn't REQUIRE steam to be running. Or at the very least there was some global "CurrentGame" file that they could look at.

If that doesn't work, you may need to go deeper, you can find FGDs for the game online and just set up hammer on your own.

Hacking? Hardly.



Blame it on Microsoft, God does.



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Re: Mapping for HL:Source..
Posted by fishy on Mon Dec 11th at 10:09pm 2006


not only do they require steam to be running, they also require the SDK launcher to be running too.


i eat paint



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Re: Mapping for HL:Source..
Posted by amanderino on Mon Dec 11th at 11:23pm 2006


I got the HL:Source .fgd (in text form) from the wiki link that reaper47 left.
I copied a previous .fgd file, pasted it to my desktop, replaced it's content with the text from the link, renamed the file, and pasted it into the folder with the other .fgd files.

After that, I configured Hammer.. (probably incorrectly). The entities showed up when I wanted to place one, but most of the time it showed up as ERROR in the views. I figured this was because HL1 only had colored blocks for things in Worldcraft. So, I put in a scientist. Compiled the map. It bitched about lights.rad missing.. so I compiled in fullbright. The game loaded, the scientist was there. He didn't talk to me, but if I pressed the USE key he would follow me and if I pressed it again he would stop. That was fine, except that he didn't talk.

I said "okay.. cool, maybe I figured it out". I replaced the scientist with a grunt, compiled (again in fullbright, as it was still complaining about lights.rad), and again... I had a scientist.

I thought, "maybe I set something up wrong..". I checked it. No, it was fine. Compiled again. Still a silent scientist. Valve hates me.




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Re: Mapping for HL:Source..
Posted by reaper47 on Tue Dec 12th at 12:31am 2006


Until someone experienced with HL:S mapping shows up here (doesn't look like it will happen soon?) I'd suggest googling some more info on this. It could be that there's a better FGD or some fan-made tutorial somewhere.

PS: Isn't there a flag or property for what scientists say? It must be ages since I last did SP mapping for HL but I remember something like this.






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Re: Mapping for HL:Source..
Posted by amanderino on Tue Dec 12th at 12:35am 2006


That's the thing.
I originally tried googling this and I couldn't find anything.
I spent two days searching before I posted my problem here.

Usually, the scientist talk to Gordon.. I'll check though.

UPDATE:
Yeah, I checked it. I also checked it with another entity.
image
Again, no sound from the npc, or monster in HL1. Also, you can see that I have no HUD.. that was after adding in a suit for myself via console. However, when I died, the sound for the HEV suit flatlining played.




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Re: Mapping for HL:Source..
Posted by Crono on Tue Dec 12th at 5:15am 2006


Alright. I got this working on my machine, so I know it works. If you can't get it working this way, I don't know what to tell you.

I'm doing this for Half-Life Deathmatch Source the basic principle is the same for all HL2 Mods.

The easiest way to get this thing running would have been to run vconfig, but the pos wont run! So, the only other option is to manually configure hammer.

What you'll need:

Half-Life Deathmatch Source FGD

... That's all.

* Run the SourceSDK

* Change the game to something you know works, like Half-Life 2

* Once open, goto Tools >> Options

The only tabs you need to edit are "Game Configurations" and "Build Programs"

Game Configurations:

* Configuration >> Edit >> Add >> Half-Life Deathmatch Source
* Game Data Files >> Add >> [Path: $SteamUserDirsourcesdkbinhl1mp.fgd] NOTE: NAME THE FGD HL1MP, this is the name of the hl1dm:s directory.
* Game Executable Directory: $SteamUserDirhalf-life deathmatch source
* Game Directory: $SteamUserDirhalf-life deathmatch sourcehl1mp (Yes, there is a GameInfo.txt file in this directory after you run hldm:s)
* Hammer VMF Directory: You can make this what you want, but to be consistent with the other games: $SteamUserDirsourcesdk_contenthl1mpmapsrc (You have to make that directory manually)

At this point, I had to say okay and close hammer. Then run it through the SDK again. At this point, also, you can run it using the Game Option "Half-Life Deathmatch Source". I'm sure by this point you've noticed it's in that game list.

Go back to Tools >> Options

Build Programs:

Game Executable: $SteamUserDirhalf-life deathmatch sourcehl2.exe
BSP: $SteamUserDirsourcesdkbinvbsp.exe
VIS: $SteamUserDirsourcesdkbinvvis.exe
RAD: $SteamUserDirsourcesdkbinvrad.exe
Compiled Maps Go Here: $SteamUserDirhalf-life deathmatch sourcehl1mpmaps

That's it.

Say okay, restart hammer and you should be good to go.
The only issue I had was that I got an error (filesystem error) when trying to run the game directly form the compilation dialog, however the map was copied correctly and all that jazz. Upon loading up the game, the map was not in my map list to make a server from. However, if I ran the console and entered maps * to see all the map files, it was in the list. And I ran it manually with "map mapname". It ran fine, I loaded a monster_ entity and it acted normally sound and all. I also had an automatic hud because I used a info_player_deathmatch entity for the spawn (that's sort of important as it was in HL1 editing).

I also spawned a shotgun with ammo. It all worked just fine.

As you can imagine HL1:S editing needs to be set up in a similar fashion. I'm not sure if you need a different FGD file.

One more note, since I didn't mention this before. The variable "$SteamUserDir" will work on your, or anybodies, computer with steam installed, since it is an environment variable created when steam is installed.



Blame it on Microsoft, God does.



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Re: Mapping for HL:Source..
Posted by Naklajat on Tue Dec 12th at 7:02am 2006


? quote:
not only do they require steam to be running, they also require the SDK launcher to be running too.

Not if you use -runhammer or -runmodelviewer in your shortcut target, after -applaunch 211
It'll do the "Preparing to Launch Source SDK" thing, then just start Hammer or HLMV without needing the launcher, though you still need Steam running.



=o



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Re: Mapping for HL:Source..
Posted by amanderino on Fri Dec 15th at 8:53am 2006


<img src=" SRC="images/smiles/icon_biggrin.gif">

I must've downloaded a bad fgd file before. What you explained to me in your last post was exactly what I had previously done, except this time I used a new fgd file. Anyways, it works now.

Error-wise, my game also crashed from trying to run it directly after the compile log. However, when I did run it, my map showed up under my map list, but when I selected it my screen went black.. although, this isn't really a game error, it's because my computer is stupid. It does it all the time when I run any games from Steam.

Thanks for helping me out, Crono, and I'm sorry this took me so long to confirm.




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Re: Mapping for HL:Source..
Posted by Zechro on Wed Jul 4th at 9:01pm 2007


Well I had the same problem so I looked here and half life now works on my hammer. however I don't have any half life 1 textures, so could anyone point me in the right direction to find all of them.

also when I place something the model is ERROR maybe I did something wrong?

thanks





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Re: Mapping for HL:Source..
Posted by Stadric on Wed Jul 4th at 10:20pm 2007


If you're mapping for HL:Source, then you can find the .vtf and .vmt files in the HL:Source .gcf, or you can change the game directory in the Hammer options to
$SteamUserDirhalf-life sourcehl1 (tools>>Hammer Options>>Game Configuration>>Game directory)

If you want to map for HL 1, you have to go to tools>>Hammer Options>>Game Configuration>>Materials and add WADs to the wad list.



Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying




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