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cowz with gunz
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« on: November 02, 2009, 02:43:02 AM »

I have placed drop zone points and I placed a thunder hawk, ex_gameplays.
this might help also, my saved maps area is the maps place not mapsrc.
Please help me.  Cry
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Typheron
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« Reply #1 on: November 02, 2009, 02:07:26 PM »

Well what do you need to know? what part of the process is causing you the trouble?

Is the map not compiling correctly?

Are there no spawn points so you can spawn when you run the map?

We could use some specifics on what problems your having.
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cowz with gunz
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« Reply #2 on: November 03, 2009, 09:21:37 PM »

Well, I have some examples that I can tell you.
1. when I'm done compiling my level it says
Hammer

The command failed. Windows reported the error
"The system cannont find the file specified"
 I have had these problems in the past with like zps mapping and such but I remove a few things then I load back up and its done.
2. I have a thunder hawk (not for spawn but part of the objectives)
I do have the spawn points ex_dropzone
I do have the ex_gameplay ( I didn't do anything with it yet Tongue)

 And thats about it, I will be adding on yes, if there is anything else to it that I need to fix PLEASE let me know.

P.S. thats some pretty cool props there is for this game Cheesy Cheesy Cheesy
« Last Edit: November 06, 2009, 12:50:15 PM by cowz with gunz » Logged


Typheron
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« Reply #3 on: November 03, 2009, 11:27:31 PM »

Check the folder where your maps are saved before you compile them, theres a good chance the resultant map file is located in there.

You will need to properly configure the map spawn points as well as several controlling entities for them to work. If you look in the mapssrc folder you will find the example maps. These maps have 3 spawn points set up in them with all the required entities pre-set up. I personally use them as a base to quickly get maps into the game by pasting everything but the surrounding brushes into the map somewhere.

Take a look at these entities and how they connect to each other and use them as a base for your compiles.

A screenshot of any further errors would be handy to see what the problems are.
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ChromeAngel
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« Reply #4 on: November 04, 2009, 09:01:47 AM »

A copy of your compile log might help to identify the file that was not found.  It should be saved in the folder where you saved your map as [mapname].log

Sounds like it could be the path configured in hammer to the compile tools, we've had that before.  Double check  you've followed the configuration instructions from the manual ( http://manual.40ksource.com/index.php5?title=Map_Development_Kit ).  It's all too easy to miss a step.
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cowz with gunz
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« Reply #5 on: November 04, 2009, 10:48:52 PM »

I checked the steps, I was good but I will redo the mapping process thing (not the map) but thanks guys Ill try these and then see if they work.
Oh and 1 more thing before I post this, The part where you take the .txt file into the game config I did that and it didn't appear in my engine versions and stuff so I had to manually set it up by going into hl2 death match and set it up with build programs and the other things, so keep that in mind for next time Cheesy.
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cowz with gunz
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« Reply #6 on: November 04, 2009, 11:20:22 PM »

Heres the steps I used into getting the ex into hammer, so in case you lad's have trouble like I did here ya go (and yes it all works fine)

Configuration
1. click the edit button
2.click the add button
3. enter the games name, Exterminatus or ex then click ok

[note] you may not see ex or exterminatus as you're main program so change it by clicking the down button and selecting you're program!, And you will know if it is not because most of the spaces should be not filled in/blank

Game Data files
$SteamDir\SteamApps\SourceMods\ex\ex.fgd     [note] This is a little important to have in there so don't forget this!

Texture Format                    Map type
Materials (Half-life 2)            Half-life 2

Default Point entity class              Default Solid entitiy class
ai_ally_manager                            Color correction volume
 
Default texture scale [0.25]           Default lightmap scale 16    [note]  This is the manual lightmap scale it should be at for most mods/games.

Cordon texture BLACK

Game Executable Directory
$SteamUserDir\half-life 2 deathmatch\hl2.exe

Game directory
$SteamDir\SteamApps\SourceMods\ex\

Hammer .vmf maps
$SteamDir\SteamApps\SourceMods\ex\mapsrc  [note] I had this as a default , maps but that was my mistake, don't let it be you're s!

Now go to build programs.

configuration
ex   or     Exterminatus

Game executable
$SteamUserDir\half-life 2 deathmatch

.BSP executable
$SteamUserDir\sourcesdk\bin\ep1\bin\vbsp.exe

.VIS excutable
$SteamUserDir\sourcesdk\bin\ep1\bin\vvis.exe

Rad excutable
$SteamUserDir\sourcesdk\bin\ep1\bin\vrad.exe   

Place compiled maps before running the game
$SteamDir\SteamApps\SourceMods\ex\mapsrc    [note] Same again as above this could be wrong! it might go into you're maps folder so watch out!




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cowz with gunz
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« Reply #7 on: November 12, 2009, 02:18:10 AM »

OK, I have another problem (really cowz?) Its when you load up the game it does not give me the map in the folder, it gives me the tuts.

It has no problem at all with compiling (thanks to you guys  Grin )
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ChromeAngel
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« Reply #8 on: November 12, 2009, 08:52:08 AM »

The last stage of the compile is to copy the compiled map BSP to the maps folder, so it can be loaded in-game.  It could be that your map path is not set to point to your sourcemods/ex/maps folder (so it copies the BSP to the wrong place) or that you do still have compile problem (so their is nothing to copy).
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Typheron
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« Reply #9 on: November 12, 2009, 01:50:09 PM »

Check the folder that you saved the hammer file in, theres typically a copy of the compiled file in there as a .bsp.
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cowz with gunz
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« Reply #10 on: November 12, 2009, 11:14:48 PM »

Just made a quick change, this is my place compiled maps before games starts area.

$SteamDir\SteamApps\SourceMods\ex\mapsrc

This is my maps folder where my set up for half-life2 maps area is, ex\maps.
$SteamDir\SteamApps\SourceMods\ex\maps
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ChromeAngel
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« Reply #11 on: November 13, 2009, 08:56:43 AM »

Ah I see it now... "Place compiled maps before running the game" wants to be :
$SteamDir\SteamApps\SourceMods\ex\maps

That's where the game is looking for it's maps.
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cowz with gunz
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« Reply #12 on: November 26, 2009, 05:39:48 PM »

Got thanks lad's, and its nice to see you're back up and running Chrome Angel, don't let this mod die!!!!!!!!!!!!!!, I want to be an ork when you make them Cheesy
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TarGET
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« Reply #13 on: December 08, 2009, 08:07:48 PM »

Heres the steps I used into getting the ex into hammer, so in case you lad's have trouble like I did here ya go (and yes it all works fine)

Configuration
1. click the edit button
2.click the add button
3. enter the games name, Exterminatus or ex then click ok

[note] you may not see ex or exterminatus as you're main program so change it by clicking the down button and selecting you're program!, And you will know if it is not because most of the spaces should be not filled in/blank

Game Data files
$SteamDir\SteamApps\SourceMods\ex\ex.fgd     [note] This is a little important to have in there so don't forget this!

Texture Format                    Map type
Materials (Half-life 2)            Half-life 2

Default Point entity class              Default Solid entitiy class
ai_ally_manager                            Color correction volume
 
Default texture scale [0.25]           Default lightmap scale 16    [note]  This is the manual lightmap scale it should be at for most mods/games.

Cordon texture BLACK

Game Executable Directory
$SteamUserDir\half-life 2 deathmatch\hl2.exe

Game directory
$SteamDir\SteamApps\SourceMods\ex\

Hammer .vmf maps
$SteamDir\SteamApps\SourceMods\ex\mapsrc  [note] I had this as a default , maps but that was my mistake, don't let it be you're s!

Now go to build programs.

configuration
ex   or     Exterminatus

Game executable
$SteamUserDir\half-life 2 deathmatch

.BSP executable
$SteamUserDir\sourcesdk\bin\ep1\bin\vbsp.exe

.VIS excutable
$SteamUserDir\sourcesdk\bin\ep1\bin\vvis.exe

Rad excutable
$SteamUserDir\sourcesdk\bin\ep1\bin\vrad.exe   

Place compiled maps before running the game
$SteamDir\SteamApps\SourceMods\ex\mapsrc    [note] Same again as above this could be wrong! it might go into you're maps folder so watch out!





I'm sorry for the long quote and being incapable of setting this up on my own, but where exactly do I do all this?
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ChromeAngel
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« Reply #14 on: December 09, 2009, 06:54:20 PM »

Cheers Target, but that last one should go to $SteamDir\SteamApps\SourceMods\ex\maps

I should also stress that $SteamDir depends on your steam installation.  Waaay too many clever people just scan the instructions and copy/paste these paths strait off.

I'm thinking of chancing that $SteamDir to C:/program files/steam/ since that's the default steam installation path, a few more might work by laziness that way.

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