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Author Topic: [Tutorial] Setting up Hammer for SMMOD  (Read 1668 times)

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Offline sirmasters

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[Tutorial] Setting up Hammer for SMMOD
« on: August 10, 2013, 05:41:44 AM »
In this tutorial, we will teach you how to set up hammer for SMMOD.

Step 1:
Go to C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin and open up GameConfig.txt
Step 2:
Add the following snippet to the "Games" KeyValue.
Code: [Select]
"SMMOD"
{
"GameDir" "C:\Program Files (x86)\Steam\steamapps\sourcemods\SMMOD"
"Hammer"
{
"GameData0" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\halflife2.fgd"
"TextureFormat" "5"
"MapFormat" "4"
"DefaultTextureScale" "0.250000"
"DefaultLightmapScale" "16"
"GameExe" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2.exe"
"DefaultSolidEntity" "func_detail"
"DefaultPointEntity" "info_player_start"
"BSP" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vbsp.exe"
"Vis" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vvis.exe"
"Light" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\bin\vrad.exe"
"GameExeDir" "C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer"
"MapDir" "C:\Program Files (x86)\Steam\steamapps\sourcemods\SMMOD\mapsrc"
"BSPDir" "C:\Program Files (x86)\Steam\steamapps\sourcemods\SMMOD\maps"
"CordonTexture" "tools\toolsskybox"
"MaterialExcludeCount" "0"
}
}

Step 3:
Run hammer.bat first and then hammer.exe.

Conclusion:
Hl2, Ep1, Ep2, and CS:S content are all already mounted and don't require file extraction! Enjoy!

The reason why hammer is there now is because the SDK tools now ship with the games instead of source SDK. THERE IS NO STEAM APP for them, but you can make a shortcut.
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Offline Counter-Life™

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Re: [Tutorial] Setting up Hammer for SMMOD
« Reply #1 on: August 10, 2013, 07:53:47 AM »
Hey, when your mod is later finished, I can make a custom .fgd, so we can see the custom entities etc. in Hammer.

Offline sirmasters

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Re: [Tutorial] Setting up Hammer for SMMOD
« Reply #2 on: August 10, 2013, 09:04:34 AM »
Hey, when your mod is later finished, I can make a custom .fgd, so we can see the custom entities etc. in Hammer.

Well, it'll never be 'finished' until I stop developing it. But, you may make the .fgd and update it as I update SMMOD.
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Re: [Tutorial] Setting up Hammer for SMMOD
« Reply #3 on: August 10, 2013, 10:10:11 AM »
Hey, when your mod is later finished, I can make a custom .fgd, so we can see the custom entities etc. in Hammer.

Well, it'll never be 'finished' until I stop developing it. But, you may make the .fgd and update it as I update SMMOD.

Yeah I meant when you finish most custom entitie stuff. Is the newest version aviable for download btw? And I need some info about the input/outputs and values of the entities/NPCs to make athe .fgd. Will take to you on Steam.

 

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