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.
Valve Hammer Editor
<!--box--><table width="95%" align="center" cellpadding=2 cellspacing=1 bgcolor=""><tr><td style="font-size:11px">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
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Day of Defeat FGD
<!--box--><table width="95%" align="center" cellpadding=2 cellspacing=1 bgcolor=""><tr><td style="font-size:11px">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</td></tr></table><!--/box-->
Merl's Custom Build of Zoner's Half-Life Tools
<!--box--><table width="95%" align="center" cellpadding=2 cellspacing=1 bgcolor=""><tr><td style="font-size:11px">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</td></tr></table><!--/box-->
Nemesis's Batch Compiler
<!--box--><table width="95%" align="center" cellpadding=2 cellspacing=1 bgcolor=""><tr><td style="font-size:11px">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</td></tr></table><!--/box-->
Wally
<!--box--><table width="95%" align="center" cellpadding=2 cellspacing=1 bgcolor=""><tr><td style="font-size:11px">Texture and .wad viewer/editor. Very useful for sorting out custom wad files and generally working with texture archives.
Version 1.55b: link1 link2</td></tr></table><!--/box-->
Sprite Viewer and Sprite Wizard
<!--box--><table width="95%" align="center" cellpadding=2 cellspacing=1 bgcolor=""><tr><td style="font-size:11px">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</td></tr></table><!--/box-->
Half-Life Model Viewer
<!--box--><table width="95%" align="center" cellpadding=2 cellspacing=1 bgcolor=""><tr><td style="font-size:11px">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</td></tr></table><!--/box-->
Milkshape
<!--box--><table width="95%" align="center" cellpadding=2 cellspacing=1 bgcolor=""><tr><td style="font-size:11px">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</td></tr></table><!--/box-->
Paint Shop Pro & Photoshop
<!--box--><table width="95%" align="center" cellpadding=2 cellspacing=1 bgcolor=""><tr><td style="font-size:11px">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</td></tr></table><!--/box-->
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
<!--box--><table width="95%" align="center" cellpadding=2 cellspacing=1 bgcolor=""><tr><td style="font-size:11px">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.)</td></tr></table><!--/box-->
BULLET PENETRATION
<!--box--><table width="95%" align="center" cellpadding=2 cellspacing=1 bgcolor=""><tr><td style="font-size:11px">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.
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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.