Table of Contents
Setting Up Hammer (old)
This tutorial will walk you through setting up hammer to work with Goldeneye: Source maps on the Half-Life 2: Deathmatch enngine.
Pre-Requirements
- Any OrangeBox Game(Portal,HL2:EP2,TF2,DOD:S,etc) Installed and ready to play.
- Access to the SourceSDK files, run them to get access to hammer
- Goldeneye Development version or a Goldeneye Release running locally on your system.
Working With our Development Repository
If you're a developer for GES, you will need to setup a sandbox, meaning a folder or partition that you are designating to store you development source files temporarily. In this example I will use C:\Sandbox as my 'sandbox.' Using SVN, 'checkout' the map section of the repository into C:\Sandbox\maps if your only working on goldeneye files, or if you might be involved in other mods as well, it is always good to section it off, C:\Sandbox\goldeneye\maps
Setting Up Hammer
- Run hammer through sourcesdk
- Close SourceSDK window after hammer is opened (you will reopen this when your done).
- Do NOT click APPLY until your done modifying, Hammer acts funny and sometimes does not save correctly.
- Near 'Configuration' Section there is a 'Edit' button, click that.
- Close out of the Edit panel
- Fill in the settings close to Half-Life 2 Deathmatch settings, here is my settings fully configured to make things easier
- Game Data files: $SteamDir\steamapps\SourceMods\gesource\goldeneye.fgd
- Texture Format/Map Type: Half-Life 2
- Game Executable Directory: $SteamUserDir\source sdk base 2007
- Game Directory: $SteamDir\steamapps\SourceMods\gesource
- Hammer VMF Directory: $SteamDir\steamapps\SourceMods\gesource\maps
- Build Programs
- Game executable: $SteamUserDir\source sdk base 2007\hl2.exe
- BSP executable: $SteamUserDir\sourcesdk\bin\orangebox\bin\vbsp.exe
- VIS executable: $SteamUserDir\sourcesdk\bin\orangebox\bin\vvis.exe
- RAD executable: $SteamUserDir\sourcesdk\bin\orangebox\bin\vrad.exe
- Place compiled maps in this directory before running the game: $SteamDir\steamapps\SourceMods\gesource\maps
Post-Build Checklist
For your convienance, the code is setup with a 'test' that will automatically check a few of these things for you and print a debugging message. The command for this is test_mapbuild.
- Must include a fog_controller and be set to ON. Don't want fog? Then give the start and end distance incredibly high numbers. This fixes dynamic shadows not working on some systems
- Must include a shadow_controller. If this does not exist, then shadow angles transfer over from previously played map. Going from cradle's long shadows to indoors looks really weird.
- Include a .manifest! Before you commit your map be sure that your manifest file is up to date. type 'snd_writemanifest' in your console when the map is loaded. Then commit it along with the map. This will improve map load times and conserve disk space, and help fix any possible stuttering.
- Check Spawnpoint count.
- Weapons must use the ge_weaponspawner entity.