Snarkpit Articles


The following is a list of the necessary tools you're going to need to work on Day of Defeat maps. Most all can be used for other mods as well. The next few tutorials will cover the setup and basics of some of these programs as well as in-depth Hammer Day of Defeat editing. Some of this may seem really basic, but I'm creating this so anyone can see these tutorials and start creating from scratch. So I'll cover not only "newbie" editing but advanced as well.

The tools, a brief description and downloads



Valve Hammer Editor

I recommend using the 3.5 beta as it allows for in-editor model viewing. This is a great help for eventually clipping your models. To install 3.5 you'll need the 3.4 files as well.

I recommend you do the following:
  • Download the 3.4 version and install it: link1 link2
  • Download 3.5 and put the .exe in your 3.4 folder (Rename it to something like "Hammer Beta.exe" or "Hammer35.exe" and create a shortcut if you like.) link1 link2

Day of Defeat FGD

Necessary .fgd file for the listing of the available entities and their options when using Hammer:

Day of Defeat 1.1 FGD (Fixed by Angry Beaver): http://www.snarkpit.com/pits/gorbachev/dod/dod11fgd.zip

Merl's Custom Build of Zoner's Half-Life Tools

Map Compiling tools that support many newer and better options over older compile tools.

Latest build: http://collective.valve-erc.com/index.php?go=mhlt

Nemesis's Batch Compiler

Great front-end for your compile tools. I strongly urge you to use this instead of Hammer to compile your maps, you will be able to see more of what's available and the tools can yield better results.

Please read all the setup and information documents located on Nem's site, it will help you understand much more of what's going on and how to set up your compiler. (Although I'll also cover it.)

Batch Compiler v2.0.3.1 Full: http://countermap.counter-strike.net/Nemesis/index.php?p=3

Wally

Texture and .wad viewer/editor. Very useful for sorting out custom wad files and generally working with texture archives.

Version 1.55b: link1 link2

Sprite Viewer and Sprite Wizard

The Sprite Viewer is a handy tool for viewing existing .spr sprite files. The Sprite Wizard is a tool used for creating your own sprites.

Sprite Viewer: link1 link2
Sprite Wizard: link1 link2

Half-Life Model Viewer

Very good for viewing models, their sub-models and all the other parts of compiled .mdl files. Jed's version has a bunch of extra options such as poly count, but I find that it can't seem to view all models.

Version 1.25: link1 link2
Jed's HLMV: http://www.wunderboy.org/3d_games/utils/hlmv.php

Milkshape

A good modelling program for Half-Life, has it's own decompiler and compiler included.

Version 1.7: http://www.swissquake.ch/chumbalum-soft/ms3d/index.html

Paint Shop Pro & Photoshop

I recommend using a combination of both of these programs when working with textures. Photoshop is good for a lot of effects, while Paint Shop Pro has many support file formats and good image optimization.

Paint Shop Pro: http://www.jasc.com/products/paintshoppro/?
Photoshop: http://www.adobe.com/products/photoshop/main.html


Quick References



The following is a quick reference for player dimensions and limitations, I've also included the 1.0 values for bullet penetration (I'll add 1.1 when I find it.)

Player Dimensions

Calculated in VHE/WC units:

Player Height:
Standing: 72
Crouched: 36
Prone: 36

Player Width:
All scenarios: 32

Step Height:
All scenarios: 16

Jumping Height:
Crouching/Standing: 40
Crouch/Jump: 64

Jump Transfer Distance:
Crouch: 98
Walk: 100
Run: 232 (Approx.)
Run + Crouch/Jump: 256 (Approx.)

BULLET PENETRATION

Calculated in VHE/WC units and are the Day of Defeat v1.0 values

American Guns
Garand: 16
Carbine: 5
Thompson: 5
Grease Gun: 5
Springfield: 21
BAR: 11
.30 MG: 11

British Guns
Enfield: 21
Scoped Enfield: 21
Sten: 5
Bren: 11

Axis Guns
K98: 21
K43: 16
K98 High Turret: 21
MP40: 5
STG44: 6
FG42: 11
MG34: 11
MG42: 11

  • Bullets can only pass through one wall total. (For example two single unit walls will stop any bullet from passing through). (I think this was changed in v1.1 for the bullet to have a tally of total units penetrated instead.)
  • Bullet cannot pass any further than the exact given value, any more and it's stopped. (corners/angles count).
  • Brush material doesn't alter penetration. (sand, grass, metal etc. are all the same)
  • Knives, shovels and Pistols have 0 penetration.

If there is anything you think I've missed, or would like added, just PM me. I can provide more tools and links if necessary. I'll also add more tools and information as I come across them/it.


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Discussion
0 starsPosted by Moe on Sun Oct 3rd 2004 at 1:28pm

Excellent list. the quick reference really helps. gj gorby. smiley
0 starsPosted by thursday- on Mon May 31st 2004 at 2:32pm

Extremely useful with how far bullets can travel through walls. Although to remind people they go through floors and ceilings of that thickness aswell, just so you don't get caught out.
0 starsPosted by Forceflow on Wed Mar 24th 2004 at 9:23pm

Excellent
0 starsPosted by beer hunter on Wed Mar 24th 2004 at 7:56pm

Can't think of anything you've missed, thats a very comprehensive list of utils, top job !
0 starsPosted by Adam Hawkins on Wed Mar 24th 2004 at 4:01pm

A lot of this would be relevant to HL mapping in general - very concise smiley
0 starsPosted by KoRnFlakes on Wed Mar 24th 2004 at 1:48pm

Very thorough smiley
0 starsPosted by 7dk2h4md720ih on Wed Mar 24th 2004 at 1:34pm

It's about time you started these tuts Gorb. smiley
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