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Author Topic: Getting started mapping  (Read 16260 times)
CrowbarSka
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« on: July 06, 2007, 10:59:53 AM »

I'm just about to start work on a map for Exterminatus, but I have to admit I'm pretty clueless as far as setting up Hammer for mods is concerned. Pretty much all my work so far has been for vanilla HL2. Can someone give me some really clear step-by-step instructions for setting up the game config?

So far I've installed the ex_mdk.exe file and copied the ex.fgd into SourceSDK/bin.

Next I went into Hammer's configuration options and added a new config called Exterminatus. These are the settings I have:

Game data files: $SteamUserDir\sourcesdk\bin\ex.fgd
Texture Format: Materials (Half-Life 2)
Map Type: Half-Life 2
Game Executable Directory: $SteamUserDir\half-life 2 deathmatch
Game Directory: $SteamUserDir\half-life 2 deathmatch\hl2mp
Hammer VMF Directory: $SteamUserDir\sourcesdk_content\hl2mp\mapsrc

Next under Build Programs I set up this new config...

Game executable: $SteamUserDir\half-life 2 deathmatch\hl2.exe
BSP executable: $SteamUserDir\sourcesdk\bin\vbsp.exe
VIS executable: $SteamUserDir\sourcesdk\bin\vvis.exe
RAD executable: $SteamUserDir\sourcesdk\bin\vrad.exe
Placed compiled maps in: $SteamDir\SteamApps\SourceMods\ex\maps


When I run Hammer I don't get the list of Exterminatus entities available. Also compiling my map gives me this error message:

Launcher Error
Failed to load the launcher DLL:
The specified module could not be found.



Finally a quick question, probably pretty obvious but I just wanted to check... This mod is going to include new textures right?
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Typheron
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« Reply #1 on: July 06, 2007, 02:04:39 PM »

new textures will be along eventually, there on the very long and extensive "to do" list

When do you get the error? is it before or after most of the compile is done?
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CrowbarSka
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« Reply #2 on: July 06, 2007, 02:21:25 PM »

It's as soon as the compile is finished, when the game tries to start up.
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Typheron
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« Reply #3 on: July 06, 2007, 04:28:25 PM »

Thats the program being unable to find the exe file for things, ignore it and start the game manually and it twill work fine.

it can be twitchy with mods, since they typically dont have a direct Exe file.
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ChromeAngel
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« Reply #4 on: July 06, 2007, 06:42:29 PM »

Quote from: "CrowbarSka"
Finally a quick question, probably pretty obvious but I just wanted to check... This mod is going to include new textures right?


If you change your "Game Directory" to "$SteamDir\SteamApps\SourceMods\ex\" you'll find hammer will pick up on all the custom content for EX, including textures and props.  The MDK documentation needs extending  :oops:
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CrowbarSka
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« Reply #5 on: July 07, 2007, 06:54:33 PM »

Thanks, that worked a treat!

One thing I've just noticed, the collision details for the model "prop_hulk_doorframe.mdl" prevent you from actually walking through the doorway. I've worked around it by making it 'not solid' and creating clip brushes representing the frame, but just thought I'd point this out in case no one had noticed. If you're aware then just ignore this!

I should have some images of my WIP map soon.
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