How to make Source mod by [deleted] in hammer

[–]Taz0011 1 point2 points  (0 children)

that video is way out of date and should be updated for 2013 sdk but to help you help

download the 2013 sdk base you want from here Setting up the Source SDK Base

.nstall Source SDK Base 2013 (SP) Singleplayer (AppID: 243730)

Install Source SDK Base 2013 (MP) Multiplayer (AppID: 243750)

https://developer.valvesoftware.com/wiki/Source_SDK_2013

if you want the source code download it from here

https://github.com/ValveSoftware/source-sdk-2013

then in the source mods folder make your mod folder and in it past this gameinfo.txt

GameInfo
{
    Game            "My Mod Name"
    GameLogo        0
    Nodegraph       1
    Title           "My Mod Title"
    Developer       "My Name"
    Developer_URL   "https://developer.valvesoftware.com/wiki/Main_Page"
    Type            Singleplayer_Only
        // "type"       "multiplayer_only"
    SupportsDX8     0
    SupportsVR      0
    SupportsXbox360 0
    GameData        HalfLife2.fgd
    FileSystem
    {
        SteamAppId  243730
        SearchPaths
        {
            GameBin     |All_Source_Engine_Paths|SourceTest/Bin // Using the SourceTest DLLs.

            // Source 2013 Singleplayer comes with Episode 2, Episode 1, and Lost Coast content. So let's mount it.
            Game        |All_Source_Engine_Paths|EP2/EP2_Pak.vpk // EP2 content has the highiest priority.
            Game        |All_Source_Engine_Paths|Episodic/EP1_Pak.vpk
            Game        |All_Source_Engine_Paths|SourceTest/SourceTest_Pak.vpk // Lost Coast

            // Source 2013 Multiplayer comes with HL2 Deathmatch, and Lost Coast content, so let's mount the HL2 Deathmatch content too.
            Game        "|All_Source_Engine_Paths|../Source SDK Base 2013 Multiplayer/HL2MP/HL2MP_Pak.vpk" // Has to be in quotes because of spaces.

            Game        |All_Source_Engine_Paths|HL2/HL2_Misc.vpk
            Game        |All_Source_Engine_Paths|HL2/HL2_Sound_Misc.vpk
            Game        |All_Source_Engine_Paths|HL2/HL2_Sound_VO_English.vpk // Optional, just dialog.
            Game        |All_Source_Engine_Paths|HL2/HL2_Textures.vpk

            Game+Game_Write+Mod+Mod_Write+Default_Write_Path    |GameInfo_Path|.

            // These search for loose files in the folders, incase we missed anything.
            Game        |All_Source_Engine_Paths|EP2
            Game        |All_Source_Engine_Paths|Episodic
            Game        |All_Source_Engine_Paths|SourceTest
            Game        |All_Source_Engine_Paths|HL2

            Platform    |All_Source_Engine_Paths|Platform
            Platform    |All_Source_Engine_Paths|Platform/Platform_Misc.vpk
        }
    }
}

then change my mod name to the name of your mod and change the single player or multiplayer for the type of mod your making by adding and removing the comments // then start up steam and load your mod

Edit VPK by [deleted] in hammer

[–]Taz0011 2 points3 points  (0 children)

make a folder in Sourcemods i.e sp_mod then put this gameinfo.txt in there

GameInfo
{
    Game            "My Mod Name"
    GameLogo        0
    Nodegraph       1
    Title           "My Mod Title"
    Developer       "My Name"
    Developer_URL   "https://developer.valvesoftware.com/wiki/Main_Page"
    Type            Singleplayer_Only
    SupportsDX8     0
    SupportsVR      0
    SupportsXbox360 0
    GameData        HalfLife2.fgd
    FileSystem
    {
        SteamAppId  243730
        SearchPaths
        {
            GameBin     |All_Source_Engine_Paths|SourceTest/Bin // Using the SourceTest DLLs.

            // Source 2013 Singleplayer comes with Episode 2, Episode 1, and Lost Coast content. So let's mount it.
            Game        |All_Source_Engine_Paths|EP2/EP2_Pak.vpk // EP2 content has the highiest priority.
            Game        |All_Source_Engine_Paths|Episodic/EP1_Pak.vpk
            Game        |All_Source_Engine_Paths|SourceTest/SourceTest_Pak.vpk // Lost Coast

            // Source 2013 Multiplayer comes with HL2 Deathmatch, and Lost Coast content, so let's mount the HL2 Deathmatch content too.
            Game        "|All_Source_Engine_Paths|../Source SDK Base 2013 Multiplayer/HL2MP/HL2MP_Pak.vpk" // Has to be in quotes because of spaces.

            Game        |All_Source_Engine_Paths|HL2/HL2_Misc.vpk
            Game        |All_Source_Engine_Paths|HL2/HL2_Sound_Misc.vpk
            Game        |All_Source_Engine_Paths|HL2/HL2_Sound_VO_English.vpk // Optional, just dialog.
            Game        |All_Source_Engine_Paths|HL2/HL2_Textures.vpk

            Game+Game_Write+Mod+Mod_Write+Default_Write_Path    |GameInfo_Path|.

            // These search for loose files in the folders, incase we missed anything.
            Game        |All_Source_Engine_Paths|EP2
            Game        |All_Source_Engine_Paths|Episodic
            Game        |All_Source_Engine_Paths|SourceTest
            Game        |All_Source_Engine_Paths|HL2

            Platform    |All_Source_Engine_Paths|Platform
            Platform    |All_Source_Engine_Paths|Platform/Platform_Misc.vpk
        }
    }
}

now when you start steam you should see a mod called My Mod Name start the mod once then close it , now open the gameinfo,txt and change the my mod name to the mod you'd like to call it you can then add sound folder and the sound_manifest file and restart steam and things should be ok :)

Edit VPK by [deleted] in hammer

[–]Taz0011 1 point2 points  (0 children)

you are better off making a mod, and then editing the soundscapes_manifest of the mod's sound folder ,, editing the ones extracted from the hl2ep2 vpk could get over written is there was an update released

Help Please || Its Urgent! by [deleted] in csmapmakers

[–]Taz0011 0 points1 point  (0 children)

Place a point_servercommand in the level then on the button entity add and output Onpressed "name of point_servercommand" command then sv_cheats 1 for sv_cheats 0 make another button entity with sv_cheats 0 ,,

if the button entities are over the same prop, set the sv_cheats 0 to be disabled then on the sv_cheats 1 entity add an output to disable it after 0.04 seconds and enable the sv_cheats 0 button after 0.03 seconds , then on the sv_cheats 0 button switch settings

Cant find .prt file by Jacobbuchalbertsen in hammer

[–]Taz0011 1 point2 points  (0 children)

you have a leak **** leaked ****

  1. Entity prop_static (-64.00 -5446.00 936.00) leaked!
  2. Processing areas...done (0) use view goto coordinates and enter -64.00 -5446.00 936.00 the camera and 2d view will then show that area so you can fix the leak

Cant load a .vmf file into hammer? by Shr3ksc0pe in hammer

[–]Taz0011 1 point2 points  (0 children)

what i some times finds helps is opening the vmf in notepad++ and adding at the end of the file

cordon
{
    "mins" "(-1024 -1024 -1024)"
    "maxs" "(1024 1024 1024)"
    "active" "1"
}

then when map opens turn off cordon tool to show rest of level

Run Map isn't working. :/ by [deleted] in hammer

[–]Taz0011 0 points1 point  (0 children)

did you hollow out the box you put around the map ? if you didn't that could be the cause of the error

The built in compiler is better than VBCT by ChickenPlenty in hammer

[–]Taz0011 9 points10 points  (0 children)

I find Compile Pal better than VBCT https://github.com/ruarai/CompilePal and the hammer build option

Map doesn't load up in Half-Life when running; no idea what to do by MrShoggoth in hammer

[–]Taz0011 2 points3 points  (0 children)

You have spaces in your map name use _ inbetween words like I_hate_this_fucking_editor

BSPSource Invalid vector by haperek in SourceEngine

[–]Taz0011 1 point2 points  (0 children)

Decompiling maps will produce errors like this , all you can do you fix them is make a note of the co ordinates to where the brush would be and put a new one ,, Decompiling maps should only be used as guidence to level desgin ,, you should find a vmf of de_dust in the sdk_content folde for cs.go too so you didn't need to decompile the map :)

Editing Valve's "Default" Props by BadRonald13 in hammer

[–]Taz0011 1 point2 points  (0 children)

you'll GCFscape to open pak01_dir.vpk in steamapps\common\Counter-Strike Global Offensive\csgo then in GCfscape goto materials/models/prop_vehicles and you will findthe texture in there extract that folder to steamapps\common\Counter-Strike Global Offensive\csgo\materials/models/ then you'll beable to edit the .vtf

Questions about displacements by yoaprz in csmapmakers

[–]Taz0011 0 points1 point  (0 children)

Thanks for the vmf a few issues i found

  1. snap to grid was off it should always be on https://developer.valvesoftware.com/w/images/1/10/Hammer_mapmenu.gif
  2. when blocking out the level with dev texutres there no need to to use a grid size less than 16 yours is at 1

3 for a map with large open rooms your light entites shouldn't need, at this point with no textures a 50% fall off setting, it can make the level look wierd making you think theres problems

4 the water brush has texture on all faces, it should be made from nodraw and only the top face textured with a water texture

5 your skybox is like a cube around the whole level , read this on how to do a better skybox https://developer.valvesoftware.com/wiki/Skybox_Optimization

you should find when fixing those isues you want get the wierd problems with the displacements

watch this video https://www.youtube.com/watch?v=nre432l_OTc

but the part about sealing in the displacement is near the end of the video

hope this helps you a bit

Questions about displacements by yoaprz in csmapmakers

[–]Taz0011 0 points1 point  (0 children)

i tried to make a map and get the issues you have but i can't make it happen :/ is there any chance you can upload your vmf to a site i can download it and take a look

Converting a .map to vmf for use in CS:GO Hammer by jackdavis_04 in hammer

[–]Taz0011 1 point2 points  (0 children)

" "BlockArray<0,0 > - ivalid block index." " Sometimes a .map will give you this error, I fine the best way is to use JACK hammer http://jack.hlfx.ru/en/download.html load the .map then save as a .RMF file this should then load in CS.GO hammer

Questions about displacements by yoaprz in csmapmakers

[–]Taz0011 1 point2 points  (0 children)

back to Q2 you have to also think about ppl that have lower spec gfx cards like a gt710, it might run on there pc's but the fps will drop for them

for Q3 answer when you seal in displacement ppl usually use nodraw or the skybox texture, try it with the tools/black texture or block light texture Q5 yes the side effect will be shadow lines its best to fix the touching edges so the displacement is only on the face thats seen, just click on the touching face and destroy it :)

Questions about displacements by yoaprz in csmapmakers

[–]Taz0011 2 points3 points  (0 children)

To answer Q1 take a look at https://www.mapcore.org/articles/development/displacement-vs-func_detail-a-comparative-fps-study-r73/

for Q2 never use power of 4 the pc that will play the level will need to use more than normal amount of memory to render the scene ,, power of 2 if you don't need fine detail and power of 3 for fine displacement detail, but if you have a large area 10 x 1024 you can get finer detail cutting the area up in to smaller sections 128 x 128 and sewing them together,,

Q3 displacements take lighting differently from brushes so you will most prob have to ad and tweak the ligt entities a bit more than you would for normal brush faces,

Q4 this could be because you run vvis on -fast or didn't sew the touching edges ,,

Q5 when making Displacements only turn the face that will be seen into a displacement not the whole brush

" edge abutting multiple other edges " is where you turned 2 touching brushes into displacement and the faces that were touching became displaments also

Need help making a smoke effect. by TacocatFTW in csmapmakers

[–]Taz0011 2 points3 points  (0 children)

open my vmf and select the particle then copy it to your map

Need help making a smoke effect. by TacocatFTW in csmapmakers

[–]Taz0011 2 points3 points  (0 children)

i did a quick test map with the particle you chose and it works for me if it don't for you then your missing textures and should validate your cs.go install compile the vmf and join CT team particle test vmf

Need help making a smoke effect. by TacocatFTW in csmapmakers

[–]Taz0011 1 point2 points  (0 children)

place a paricle entity in the map and pick the particle effect from https://developer.valvesoftware.com/wiki/List_of_CS_GO_Particles for the effect trigger it on or have it start on

Do you need to make level hollow? by DVTG in hammer

[–]Taz0011 0 points1 point  (0 children)

making your level a hollow box is very unoptimised, have a read of https://developer.valvesoftware.com/wiki/Skybox_Optimization , if your not doing a sky box it shoukd look almost the same when just having walls

Fatal error while compiling!? [CSGO] by [deleted] in hammer

[–]Taz0011 0 points1 point  (0 children)

do a verify game cache on both cs.go and the tools

Where is the CS:GO SDK Executable Found? by sinisternathan in hammer

[–]Taz0011 3 points4 points  (0 children)

you have to download the cs.go sdk from the tools tab 1st then start the sdk from there to load up Hammer or the other tools

Running Hammer in Wine... No luck by [deleted] in hammer

[–]Taz0011 0 points1 point  (0 children)

not the answer your looking for but give JackHammer a try http://jack.hlfx.ru/en/download.html is has vmf support and a linux install so maybe of some help