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| This page will walk you through setting up Hammer++ with our custom tools for TF2Classic map development. | | This page will walk you through setting up Hammer++ with our custom tools for TF2 Classified map development. |
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| __TOC__ | | __TOC__ |
| == Setting up Hammer == | | == Step 1: Installing Hammer++ == |
| Hammer++ is highly recommended. Valve's Hammer will not display materials correctly without using the [https://www.moddb.com/mods/mapbase/downloads/mapbase-multi-tool Mapbase Multi-Tool] to create a shortcut. This section will guide you through installing Hammer++ instead, which does ''not'' require using the Multi-Tool.
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| Go to the [https://ficool2.github.io/HammerPlusPlus-Website/download.html download page for Hammer++], scroll down until you find the "Source SDK 2013 Multiplayer" option and click it. This will download a ZIP file.
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| If you open the ZIP file, you'll find a ''hammerplusplus_2013mpbuildXXXX'' folder, which itself contains a ''bin'' folder. You should merge the ''bin'' folder inside of the ZIP with the ''bin'' folder in your ''Source SDK Base 2013 Multiplayer'' directory that contains hammer.exe. After that's finished, hammerplusplus.exe and hammer.exe should be in the same folder.
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| Open up Hammer++ by double-clicking "hammerplusplus.exe". After it's started, in the main interface, go to '''Tools''' -> '''Options''' -> '''"Game Configurations" tab''' -> Click "Edit" next to the "Configurations" drop-down. Add a new one, titled however you like.
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| Edit this new configuration to point to the TF2C gamedata (the FGD files in the ''tf2classic'' folder), the game executable directory (your Source SDK Base 2013 Multiplayer folder), and the game directory (your ''tf2classic'' folder, containing GameInfo.txt)
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| [[File:Hammer configuration.png|frame|center|Example image showcasing what your configuration should look like]]
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| == Setting up your compilation tools == | |
| A custom set of compile tools is required in order to have proper lighting on your maps, due to the default compilers not supporting custom shaders, and relying on DX8 models. We use the Mapbase VBSP and Slammin' VRAD which fix both of these problems, along with many other bugs.
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| [https://tf2classic.com/downloads/compilers.zip Download TF2C's custom map compile tools.]
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| Like with Hammer++, this is an archive you'll need to open and extract. The entire contents of the ZIP file you download should be extracted into your bin folder. This will add vbsp_tf2c and vrad_tf2c executable files, alongside the regular vbsp and vrad files.
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| After extraction, you will need to configure Hammer++ to use these tools. In the menu bar, click on "Tools" -> "Options..." -> "Build Programs", and adjust the BSP and RAD executable names to add the _tf2c suffix to the binary names. In the end, the paths should end with vbsp_tf2c.exe and vrad_tf2c.exe.
| | # Make sure Team Fortress 2 Classified is installed on Steam. |
| | # Download the latest [https://ficool2.github.io/HammerPlusPlus-Website/download.html Team Fortress 2 build of Hammer++]. |
| | # Copy the files of the Team Fortress 2 build of H++ into the {{code|steamapps\common\Team Fortress 2 Classified}} folder, as if you were installing it for Live TF2. |
| | # Navigate to the {{code|steamapps\common\Team Fortress 2 Classified\bin\x64}} folder, and run {{code|hammer_tf2c_setup.bat}} (this should be right next to {{code|hammerplusplus.exe}} if you have installed everything correctly). |
| | # Run {{code|hammerplusplus.exe}}. |
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| === Configuring VRAD ===
| | As of the Steam release (3.0.0) we include new customized versions of the compilers with the game. Older versions of TF2C's VBSP, VRAD, and VVIS are no longer compatible. ficool2's compilers [https://ficool2.github.io/HammerPlusPlus-Website/tools.html (VBSP++/VVIS++/VRAD++)] have a superset of our compiler's functionality, however some features like ambient occlusion may need to be retuned, as VRAD++ takes different parameters than ours. |
| When you're ready to compile your map, you need to make sure that the parameters you're passing to VRAD are supported by our custom build. Some, such as -staticproplighting, are now enabled by default and will produce a RAD error if you include them, causing your map to appear fullbright in-game.
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| In the "Run Map..."/F9 dialog, you should click the "Expert..." button in the bottom-left corner of the panel to view your configurations, and adjust the parameters for the $light_exe command in the configuration you use for your final compile to be:
| | == Step 2: Configuring VRAD == |
| -final -hdr -ambientocclusion -aoscale 0.5 -LargeDispSampleRadius -softencosine -worldtextureshadows -game $gamedir $path\$file
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| Meanwhile, for fast compiles when prototyping your map, you can simply use:
| | When preparing a final compile of your map, you need to make sure that the parameters you're passing to VRAD are supported by our custom build. Some, such as -staticproplighting, are now enabled by default and will produce an error if you include them. The default VRAD settings we use for most official TF2C maps are: |
| -fast -hdr -game $gamedir $path\$file
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| == Troubleshooting ==
| | {{pre|-final -hdr -softencosine -ao -aoradius 2 -LargeDispSampleRadius -worldtextureshadows -StaticPropIndirectMode 2 -choptexlights}} |
| === "Cannot load the static props... encountered a stale map version. Re-vbsp the map." ===
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| This can happen after upgrading to the newer set of compile tools released in 2.1.2 after previously using the older set. The exact cause hasn't been discovered yet, but it seems to be caching related. Our developers initially had this issue, and then it would randomly fix itself while they were trying to figure it out, and then it would never happen again.
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| We recommend deleting output files related to your map or tweaking $light_exe parameters. Specifically, this has sometimes been caused by using '-both' in your VRAD flags, which is now obsolete and recommended against. If you're completely unable to solve it, you can also use the [https://drive.google.com/drive/folders/17pQY8wDkednZi0kMZOSpAtNBNmFWm6GJ Slammin' Source Map Tools] to compile your map. These should be equal, with the exception of lacking support for parallax-corrected cubemaps. These will ''overwrite'' the tools provided by the SDK, so you'll need to modify your Hammer++ configuration again to point to vbsp.exe and vrad.exe. You'll also need to delete the "vrad.redirect" file inside the folder.
| | You can add these to your final compile settings in H++ by going to the the "Run Map..."/F9 dialog, click the "Expert..." button in the bottom-left corner of the panel to view your configurations, and add those the parameters to the $light_exe command in your final compile configuration. |
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| [[Category:Guides]] | | [[Category:Guides]] |