Maharishi
Post: #2
Reply to: #1
Joined: 17th Jan 2001
From: Denmark
Posts: 11866
For mod's the fgd usually comes with the mod.
cz and cs both uses the same fgd (the one in my signature).
Hammer 4.0 was not meant to work with hl1 but here is what you need to do to get it working as best it can.
open
%sourcesdk%\bin\GameConfig.txt
(Start menu->run enter the line hit ok).
after the last game (before the 2 last "}" in the file) add this (replace <your_user_path_here> with your steam user path):
//-------------------------------------------
"Half-Life"
{
"GameDir" "<your_user_path_here>\half-life\valve"
"hammer"
{
"GameData0" "$SteamUserDir\half-life\valve\fgd\halflife.fgd"
"TextureFormat" "2"
"MapFormat" "3"
"DefaultTextureScale" "0.5"
"DefaultSolidEntity" "func_wall"
"DefaultPointEntity" "info_player_start"
"MapDir" "$SteamUserDir\half-life\valve\mapsrc"
"CordonTexture" "BLACK"
}
}
//-------------------------------------------
next go to
%sourcesdk%\..\half-life\valve
create a file called "GameInfo.txt" and put this in it
//-------------------------------------------
"GameInfo"
{
game "HALF-LIFE"
title "HALF-LIFE"
type singleplayer_and_multiplayer
FileSystem
{
SteamAppId 70
ToolsAppId 211 //Tools res.
SearchPaths
{
Game |gameinfo_path|.
Game hl2
}
}
}
//-------------------------------------------
Make 2 folders called "mapsrc" and "fgd" (put the halflife.fgd in this one).
Now you will need to extract the wad texture files form the gcf, You will need
GCFScape.
The files you need to extract are:
halflife.wad, decals.wad, liquids.wad, xeno.wad.
Now start hammer and go to tools->options->materials, then add the wad's you extracted.
When you save your maps save as .rmf (default), when you are going to compile you need to use the batch compiler that you can get from my signature.
One thing i haven't figured out is how to make the textures display is the view port, but this is usable for making hl1 maps.
hl-tools hl-compiler cs16-fgd find a leak hl entities
Message last edited by wolf
on Nov 29th 2005 at 13:38.