Cartman-2000's Sven Co-op server forum http://sc.cartman-2000.net/forum/ |
|
Setting up hammer http://sc.cartman-2000.net/forum/viewtopic.php?f=21&t=54 |
Page 1 of 2 |
Author: | cartman-2000 [ Thu Aug 21, 2008 10:25 pm ] |
Post subject: | Setting up hammer |
Here's my tutorial for setting up hammer.
|
Author: | NinjaVayne [ Sun Oct 12, 2008 4:59 pm ] |
Post subject: | Re: Setting up hammer |
Give Screenshots to have a more clear explanation. |
Author: | Dominic [ Sat Mar 07, 2009 4:26 pm ] |
Post subject: | Re: Setting up hammer |
I dont get this part, help! # Next step it to create the directories to save your map files in. create a directory in the root of your drive named mapping, this has to be in the same partition as your wads directory is in. After doing that create a folder named maps or the name of your mapping project in the mapping folder then create a folder named build(you need this directory for the custom build options later in this tutorial.). Edit: Oh i get it now why do you change that to this for a better understanding? # Next step it to create a folder where your map files are saved in. create a folder in the same folder where your wads are placed (Usually inside valve hammer editor)named Rmf. Remember this has to be in the same partition as your wads directory is in or else your map wont compile right. After doing that create a folder named maps or the name of your mapping project in the mapping folder then create a folder named build(you need this directory for the custom build options later in this tutorial.). |
Author: | cartman-2000 [ Sat Mar 07, 2009 5:09 pm ] |
Post subject: | Re: Setting up hammer |
I wouldn't really want to place the wads in a deep path. there's a bug in hammer in .map files, if you use them instead of .rmf, that will cause your map to fail to load in hammer, I think it happens if the "wads" line in the map file is to long, the deeper the path the longer that line will be. Oh and the the fgd file in this tut is old, this was written before sc4, the fgd currently in this tut is for sc3. |
Author: | Dominic [ Sat Mar 07, 2009 5:12 pm ] |
Post subject: | Re: Setting up hammer |
Hmm i didn't know about this bug, thank you but a quick question. What if instead of C:/Program files/valve hammer editor The path is C:/Valve Hammer Editor, would it still be as buggy if the wads file and rmfs file is in the folder? |
Author: | cartman-2000 [ Sat Mar 07, 2009 5:32 pm ] |
Post subject: | Re: Setting up hammer |
I geuss I could rewrite it a little bit, I actually have my wad files in the directory \mapping\wad\ and custom wads in \mapping\wad\custom\ (to keep things a little more organized and to keep the default hl wads and custom ones separate.) with that you can get about 7-8 wads in hammer before it'll cause .map files to fail to load. One way to fix the error in .map files if it happens is to open it in a text editor and delete the wads line, you will be able to open it in hammer after that, but you'd have to do it every time you open the map in hammer if you don't reduce the number of wads in hammer. This bug only effect .map format files and not .rmf. What format you want to use can be your own preference, .map's are 3-4 times smaller then .rmf and are saves in a text format so it's possible to edit the file directly, .rmf supports vis groups which .map doesn't but it's in a binary format which can't be edited directly, and doesn't compress as well as .map's, so the size of the file, if you were to send it to someone else would be bigger then .map files. |
Author: | Dominic [ Sun Mar 08, 2009 9:31 am ] |
Post subject: | Re: Setting up hammer |
Thanks Cartman, you have helped me a lot. Thank you for taking your own time to explain important details. |
Author: | NinjaBunny [ Sat Mar 14, 2009 3:06 pm ] |
Post subject: | Re: Setting up hammer |
cartman-2000 wrote: For the next section of the tutorial you'll need GCFScape, if you do not have this google it, dl and install it. You'll need this to extract files from gcf's. http://tinyurl.com/dyw4ow |
Author: | impcnrd [ Thu Mar 26, 2009 7:32 am ] |
Post subject: | Re: Setting up hammer |
noobs gfcscape is not needed just use nems batch compiler its made by the same guy but it a guided user interface for all the halflife compile tools its very simple to use once you get started and it doesn't seem like it has frozen when its adding lights |
Author: | cartman-2000 [ Thu Mar 26, 2009 10:54 am ] |
Post subject: | Re: Setting up hammer |
GCFScape is needed if you want to have model viewing support in hammer for the hl1 files, hammer's way to old to read gcf's like source hammer can, and before you ask, source hammer can't be used to map for hl1. |
Author: | impcnrd [ Mon Mar 30, 2009 10:19 pm ] |
Post subject: | Re: Setting up hammer |
well cart thats not entirely true you can make the map just you can't add entities and textures you can export the file to .map i believe or just as an vmf or vmt or whatever its called and you should just be able to rename it as .rmf then open it in hammer |
Author: | cartman-2000 [ Sun Apr 19, 2009 12:32 pm ] |
Post subject: | Re: Setting up hammer |
Without gcfscape you can create entities in hammer, but you won't be able to see what they are since there will be no view model for them and you can't use hl textures in your maps, if they aren't already extracted in your valve directory, you can still use sc wads though. There are 2 file formats goldsrc hammer supports is .rmf and .map, .vmf is a source hammer file format and isn't supported in goldsrc hammer. I've been talking with one of my old hs friends(who was a sc mapper a couple years ago.) about setting up a tutorial like website for mapping, if we get around to setting it up, I'd probably put this tut' on it. |
Author: | impcnrd [ Sun Apr 19, 2009 6:09 pm ] |
Post subject: | Re: Setting up hammer |
Quote: [*]The next step is to enable model viewing in hammer. You will need to open your half-life.gcf file again if you closed it. Extract the valve folder in the gcf to your <path to steam>\steamapps\<username>\half-life\ directory. you can jsut copy the models folder from sven and replace the existing models folder in vavle this allows you to view and even use the models in hl and hl mapping while giving you some more player models as well |
Author: | cartman-2000 [ Sun Apr 19, 2009 7:48 pm ] |
Post subject: | Re: Setting up hammer |
Then you will likely get some problems with some of the npc models in half-life, and some of the weapons too. Sc has custom animations on some models that would probably cause some problems in half-life. The animations for sc player models are a bit different then hldm ones, sc models have 182 animations while hldm ones have only 77 animations, the animations would probably looked pretty screwed up in hldm for a sc model.. |
Author: | cartman-2000 [ Fri Apr 24, 2009 2:13 pm ] |
Post subject: | Re: Setting up hammer |
I updated the tut a bit, added the sc4 fgd to it as well. |
Page 1 of 2 | All times are UTC - 8 hours |
Powered by phpBB® Forum Software © phpBB Group http://www.phpbb.com/ |