Setting Up Hammer

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This tutorial will walk you through setting up hammer to work with Goldeneye: Source maps on the Half-Life 2: Deathmatch enngine.

Contents

Pre-Requirements

  • Half-Life 2, or Half-Life 2 Deathmatch bought and paid for, and HL2DM downloaded in steam 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

  • Open SourceSDK (you might end up with a loading screen Steam Copying Files)
  • Select HL2DM configuration if you don't have a GoldenEye configuration setup.
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  • Run hammer through sourcesdk
  • Close SourceSDK window after hammer is opened (you will reopen this when your done).
  • Open up the hammer options
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  • 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.
  • Add a new Goldeneye: Source configuration
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  • 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
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  • If you're using subversion for the mod folder (development team does), you will want to add a material exclusion for .svn folders. Where the mark is, click on 'Add' and browse to the game folder\materials\.svn and say okay, it will then add .svn to the list.
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  • When done, say 'OK' it will close out of options, then close hammer, reopen SourceSDK and you should have your new configuration selected.
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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. Each entity should have a uniquename keyvalue.
  • Once weapon spawners are placed, you must create a loadout file in the */maps/loadouts directory.
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