Mapping Using Source Sdk Hammer

Malibu_StaceyMalibu_Stacey Join Date: 2003-04-06 Member: 15243Members
Like the topic says has anyone done it yet? I don't mean making NS maps for Source engine games I mean using the Hammer Editor in the Source SDK to create NS 3.0 beta 5/6 maps. Everytime I try & set it up I get complaints about no gameinfo.txt so I guess its time to install Hammer 3.5 beta unless someone can help with this.

Comments

  • HyperionHyperion Hyperion2010 Join Date: 2003-10-06 Member: 21477Members
    you have to use 4.5 becuase 5.0 (source) doesnt support .rmf
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Can't go backwards. Ya gotta use Hammer 3.5 to make hl1 engine maps!
  • A_Boojum_SnarkA_Boojum_Snark Join Date: 2003-09-07 Member: 20628Members
    Oh yes it will make maps for HL1, it would be stupid if it didn't. I figured out the gameinfo.txt thingy and how to get it to make the map (haven't bothered to see how a compile would work, I never used hammer for that anyway) with just a few minutes of fiddling <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Copy gameinfo.txt from <email>\half-life 2\hl2 over to <email>\half-life\valve.
    Open up gameinfo.txt and change the "SteamAppID" to the ID for HL1. (you can find this by telling steam to create a shortcut to it on your desktop, then checking the shortcut's target)
    Point Hammer's "Game Directory" to the valve folder previously specified.
    Restart Hammer, it should ask what config you wanna use, pick the one you just set up, and voila, happy RMFing.
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    <!--QuoteBegin-A Boojum Snark+Jan 26 2005, 10:59 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (A Boojum Snark @ Jan 26 2005, 10:59 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Oh yes it will make maps for HL1, it would be stupid if it didn't. I figured out the gameinfo.txt thingy and how to get it to make the map (haven't bothered to see how a compile would work, I never used hammer for that anyway) with just a few minutes of fiddling <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->

    Copy gameinfo.txt from <email>\half-life 2\hl2 over to <email>\half-life\valve.
    Open up gameinfo.txt and change the "SteamAppID" to the ID for HL1. (you can find this by telling steam to create a shortcut to it on your desktop, then checking the shortcut's target)
    Point Hammer's "Game Directory" to the valve folder previously specified.
    Restart Hammer, it should ask what config you wanna use, pick the one you just set up, and voila, happy RMFing. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    A Boojum good tip, Snark!

    I, too, had been wondering how to do this.

    ~ DarkATi
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Well I'll be the son of 3 legged mexican monkey!
  • DarkATiDarkATi Revelation 22:17 Join Date: 2003-06-20 Member: 17532Members, Reinforced - Shadow
    Bet you didn't see this comin'!

    ~ DarkATi
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    I'm sorry but a completely offtopic ::larf:: is in order.

    <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • TrakenTraken Join Date: 2004-11-14 Member: 32797Members
    I tried doing this but nothing would show in 3-d view...maybe I screwed something up... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    Ok, so I got everything set up for hammer 4.0 to map with NS basicly based on how this thread said to do it... But the 3D veiw won't display textures on the map (even though they are textured, as evidenced by the fact that if you texture brushes they will register what texture is assigned to them, you just can't see it) and the complier just won't compile period.

    Before anyone askes, no I haven't made some stupidly nubish mistake like not assigning wads to to the map (I have textured objects with wad textures, the textures are just not visable from hammer 3d view) and no I did not accidentially leave hammer in 3D monotone mode, it IS in texture mode.

    I was wondering if anyone acctually got this set up and working yet for NS mapping, and if so, if you could maby help me out.

    Either PM me here or on IRC, or if you are fairly sure you know what I am doing wrong post your advice here... Hopefully we can track down the source of these last 2 problems.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    <!--QuoteBegin-Swiftspear+Mar 4 2005, 01:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Mar 4 2005, 01:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hopefully we can track down the <b>source</b> of these last 2 problems. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You lose. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo-->
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Crispy+Mar 4 2005, 05:19 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Crispy @ Mar 4 2005, 05:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Swiftspear+Mar 4 2005, 01:09 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Swiftspear @ Mar 4 2005, 01:09 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Hopefully we can track down the <b>source</b> of these last 2 problems. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    You lose. <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Ironic, isn't it.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    I wonder if it will be possible to work with the new editor in a decent way.

    - texture alignment tool has been messed up COMPLETELY. thanks valve. (MOST ANNOYING!!!)
    - as far as I know you have to redefine gameinfo.txt after each steam/sdk update. sucks.
    - loading custom content into vhe is not as easy as it was before. unnecessary.
    - error messages seem to lack descriptions. hl1 mapper doesnt know whats going without reading tuts.

    btw same thing with the model viewer.
    ergo: if you want to create a map or just take a look at a model you are a lucky guy if you just have to spend 2 minutes till your prog opens.

    and thats the cause why Im not too interested in creating anything for the source engine atm. if valve doesnt fix this major problems I dont see any future for me working with that engine.
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    <!--QuoteBegin-Lt Gravity+Mar 5 2005, 08:39 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt Gravity @ Mar 5 2005, 08:39 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I wonder if it will be possible to work with the new editor in a decent way.

    - texture alignment tool has been messed up COMPLETELY. thanks valve. (MOST ANNOYING!!!)
    - as far as I know you have to redefine gameinfo.txt after each steam/sdk update. sucks.
    - loading custom content into vhe is not as easy as it was before. unnecessary.
    - error messages seem to lack descriptions. hl1 mapper doesnt know whats going without reading tuts.

    btw same thing with the model viewer.
    ergo: if you want to create a map or just take a look at a model you are a lucky guy if you just have to spend 2 minutes till your prog opens.

    and thats the cause why Im not too interested in creating anything for the source engine atm. if valve doesnt fix this major problems I dont see any future for me working with that engine. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Are we talking about HL1 mapping on the new VHE or source mapping on the new VHE. Other then the comment about the texture alignment tools (which I can't really comment on other then they don't seem so bad to me) your other complaints all don't really hold much water.

    We are talking about a whole different game engine here, it is unrealistic to expect it to react the same way to mapping teqniques as the old one, even if the editor looks the same.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    doesnt hold much water, hm?

    texture alignment tool: any "fulltime" mapper would remark the unnecessary changes to this tool, starting with the scaling getting lost after placing one texture,over the "you arent able to move camera while texturing without selection the tool AGAIN.", ending with 100% stupid button placing. all pretty nonsense. you dont remove something that worked perfectly.
    gameinfo.txt: should I be happy about setting up hammer each time we have a kickass steam update? should I really be happy about that?

    only thing I have to admit that custom content (although: whats the problem in just loading files into the editor the old way?) and error messages (shure, can be fun to find out whats your problem.) may be little unfitting here.

    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->We are talking about a whole different game engine here, it is unrealistic to expect it to react the same way to mapping teqniques as the old one, even if the editor looks the same.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    we are talking about hl2 that obviously is a sequel to hl1, that means its a sequel to the hl1 engine and not a "whole different game engine". it does have many additional stuff, many things that had been developed, physics, lightning etc. but the basics, even the mapping basics are the SAME. EXACTYLY the same. that may be a good thing so you dont have to worry about learning to much new stuff. on the other hand its slightly disappointing since I exspected hl2 going to be less "boxy". so I dont see any cause to change the vhe 3.5 behaviour because the process of creation has not been changed.

    ergo: atm I need 2x the time to create the same textured geometry in vhe 4.0 compared to 3.5. thats not the "happy trip" for me.

    besides that many people exspect the world to become more peaceful and thats kinda unrealistic, too <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
  • BigDBigD [OldF] Join Date: 2002-10-25 Member: 1596Members
    Well, I just poked my head back into this thread again since my last post... and DarkATI, well, ROFL! Classic!

    Now, please, carry on with non monkey related discussions! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
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