Setting up Hammer: Difference between revisions
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Reorganised steps to highlight the importance of the custom compile tools step, moving config to after this |
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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 TF2Classic map development. | ||
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 page will guide you through installing Hammer++ instead, which does ''not'' require using the Multi-Tool. | |||
__TOC__ | __TOC__ | ||
== | == Step 1: Installing Hammer++ == | ||
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. | 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. | 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. | ||
== Step 2: Installing the custom 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. | 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. | ||
[https://tf2classic.com/downloads/compilers.zip Download TF2C's custom map compile tools.] | [https://tf2classic.com/downloads/compilers.zip Download TF2C's custom map compile tools.] | ||
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. | 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 in your ''Source SDK Base 2013 Multiplayer'' directory. This will add vbsp_tf2c and vrad_tf2c executable files, alongside the regular vbsp and vrad files. | ||
== Step 3: Configuring Hammer++ for TF2C == | |||
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. | |||
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) | |||
[[File:Hammer Config.png|thumb|center|upright=3|Example image showcasing what your configuration should look like]] | |||
Now you're ready to get mapping for TF2 Classic! | |||
=== Configuring VRAD === | === Configuring VRAD === | ||
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. | 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. | ||