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-   -   Setting up Hammer (definitive guide) (https://forums.fortress-forever.com/showthread.php?t=25055)

squeek. 03-31-2015 08:54 PM

Setting up Hammer (definitive guide)
 
Courtesy of the FF maps repository:

Guide to setting up Hammer

Unfortunately, as of right now, a separate Source SDK Base 2006 install is required, but hopefully we'll be able to get the standalone setup working (see issue #4: 2d model wireframe/model picker not working with standalone setup).

_BEAN_ 04-02-2015 10:04 AM

Squeek, Can you explain how to compile the code in order to create the gameinfo.txt? I have gone to your link, I simply need a little direction in order to create the file.

KubeDawg 04-03-2015 09:44 AM

https://github.com/fortressforever/f...ting-up-hammer

Follow the steps.

squeek. 04-03-2015 04:21 PM

Quote:

Originally Posted by _BEAN_ (Post 507879)
Squeek, Can you explain how to compile the code in order to create the gameinfo.txt? I have gone to your link, I simply need a little direction in order to create the file.

You don't need to compile it; it's a batch script. Download this and save it as setup.bat, then double click it.

[TALOS]Smoke 04-04-2015 07:41 AM

Thanks for this!! :) However here is what I'm facing when I load up the map I'm working on:

http://www.mediafire.com/convkey/08c....jpg?size_id=8
The model browser

http://www.mediafire.com/convkey/113....jpg?size_id=7
The errors up top are supposed to be light_spot entities none of which work in game, and decals do compile but show the error model in hammer.

http://www.mediafire.com/convkey/feb...v51dz37dzg.jpg
player spawns also show are error, but do work in game along with cable/robe entities.

_BEAN_ 04-04-2015 09:41 AM

Quote:

Originally Posted by squeek. (Post 507937)
You don't need to compile it; it's a batch script. Download this and save it as setup.bat, then double click it.


Thanks squeek for that bit of info. I had no idea what to do.

StinkyTaco 04-04-2015 06:27 PM

Is there an ETA on the missing file list, or the "SDK" package? I am dying to start mapping again.

I am a modeler and an animator now, so i plan on some really nice looking stuff.

The ability to import and see my textured models is a needed thing. i plan on some custom door jams, and some nice custom molding around all of my sharp edges.Will probably do a few trees and bushes here and there too.

I am very excited to see some life come back into this game after so many years.

squeek. 04-04-2015 07:26 PM

Quote:

Originally Posted by StinkyTaco (Post 507974)
Is there an ETA on the missing file list, or the "SDK" package? I am dying to start mapping again.

I am a modeler and an animator now, so i plan on some really nice looking stuff.

The ability to import and see my textured models is a needed thing. i plan on some custom door jams, and some nice custom molding around all of my sharp edges.Will probably do a few trees and bushes here and there too.

I am very excited to see some life come back into this game after so many years.

You're using the current instructions? Do you have Source SDK Base 2006 installed?

StinkyTaco 04-04-2015 07:47 PM

I am installing the Source 2006 SDK now. I dont plan on using any existing meshes. Just existing textures for my BSP stuff. All of my lights and doors will be custom meshes.

Will this effect me? I dont need anything other than base textures. (I dont want my maps to be huge downloads for people.)

Do I need the 2006 SDK at all? Are all the Actors and mod things working without the SKD?

Sorry to be a pest.

squeek. 04-04-2015 07:58 PM

From my testing, everything should be working as normal if you follow the instructions linked in the OP. All the textures/models/etc that are usable in Hammer after following those instructions will work in FF without any extra effort. You need Source SDK Base 2006 installed (even though FF redistributes it) to avoid this issue.

[TALOS]Smoke, you followed the instructions in the OP exactly?

StinkyTaco 04-04-2015 08:14 PM

Awesome! ok, thanks!

StinkyTaco 04-04-2015 10:34 PM

EDIT:
Ok, I need to install Source SDK first. Derp, sorry about that!

StinkyTaco 04-05-2015 12:39 AM

Now it is asking for a bunch of engine information. It wants me to set up some sort of profile.

File selector makes it take 10 minutes for each attempt.

I am starting to see why most source mods never went anywhere.

squeek. 04-05-2015 12:48 AM

Quote:

Originally Posted by StinkyTaco (Post 508008)
Now it is asking for a bunch of engine information. It wants me to set up some sort of profile.

File selector makes it take 10 minutes for each attempt.

I am starting to see why most source mods never went anywhere.

Are you sure you're following the instructions linked in the OP? It sets up the profile for you. Follow them exactly.

StinkyTaco 04-05-2015 02:43 AM

OK, got it to work.

Downloaded the maps-master zip file from the Git site. Unzipped into the maps folder, and then ran the batch file from that folder.

Have 2 fort in the editor now :D

Thanks Squeek.

[TALOS]Smoke 08-03-2015 02:27 AM

Sorry, I have been really busy with rl. squeek, I'm still having the same issue as before, also hammer is not showing the size of the brushes when I try to build them. I don't think it's something on my end, but then again... who knows.

Iggy 08-11-2015 01:33 PM

Ok, this is going to sound stupid......


How do I download the "setup.bat" file? I click it, it takes me to another tab... if I right-click savetargetas it wants to save it as an HTML file....

squeek. 08-11-2015 03:27 PM

Quote:

Originally Posted by Iggy (Post 509450)
Ok, this is going to sound stupid......


How do I download the "setup.bat" file? I click it, it takes me to another tab... if I right-click savetargetas it wants to save it as an HTML file....

Go here: https://raw.githubusercontent.com/fo...ster/setup.bat

Right click -> Save Page As...


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