Configure Hammer for Empires mod

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Configure Hammer for Empires mod

Postby Tutorial on Sun Jan 14, 2007 10:54 pm

category
General Half-Life 2/Other

description
Setup Hammer Editor for Empires Mod use.

keywords
configure, hammer, empires, mod.

Introduction

This tutorial is aimed to help you configue hammer for empires mod allowing you to access empires entitys, compile your maps to the empires directory, and well... make it work for empires!

Before you start make sure that you have the following installed on your computer.
*Hammer
*Empires mod

The Tutorial

Ok to beguin load up the SDK and change the current game to Half-life 2 though it dosnt realy matter which you choose. Now load up hammer.

Go to Tools, options.
Image

This should have brought up the Configuring hammer window. There are two tabs we will be changing - Game configurations and Build programs. We will start by changing the Game configurations tab.


Game configurations
To do this you will need to change it like so.

1)Click 'Edit' on on configuration then 'Add' Type the games name in as 'Empires'

2)Add following .fgd files into your fgd list:

* Base.fgd
* Halflife2.fgd
* Empires.fgd (located at $SteamDir\SteamApps\SourceMods\Empires\mapsrc\fgd\empires.fgd)

3) The Game executable Directory should be set to:

$SteamUserDir\half-life 2 deathmatch\hl2

4) The game directory should be set to:

$SteamDir\SteamApps\SourceMods\Empires

5) The hammer vmf directory should be set to:

$SteamDir\SteamApps\$SteamUserDir\sourcesdk_content\Empires\mapsrc

All relative to where you installed empires, meaning that if you configured your folders to be called somthing else then you need to specify the paths according to that.

6) Now click apply

After doing so it should look some thing like this.
Image

Build programs
Now go to the Build programs tab and change the following.

1) Game executable:

$SteamUserDir\half-life 2 deathmatch\hl2.exe

2) BSP executable:

$SteamUserDir\sourcesdk\bin\vbsp.exe

3) VIS executable:

$SteamUserDir\sourcesdk\bin\vvis.exe

4) RAD executable:

$SteamUserDir\sourcesdk\bin\vrad.exe

5) Place compiled maps in this directory before running the game:

$SteamDir\SteamApps\SourceMods\Empires\maps

6) Now click apply.

Your Game configurations should now look like this.
Image


You're all set to map for empires now.

But while your at it on this menu you may wish to go to the 3D views tab and fiddle with the navigation speeds as empires maps are unsaly bigger and more open than maps for other games. This will allow you to zoom form one side of the map to the other much quicker.

This tutorial was made by the empires community on the empires mod wiki and was pimped up by supaste to suit lopers.

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Postby Rasirez on Sun Feb 11, 2007 11:16 am

What the hell... okay the last picture is just f*cked and it doesn't even work - waste of my time if anything.
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Postby Mr. Happy on Sun Feb 11, 2007 8:41 pm

I haven't done this for Empires mod...hell I don't know what Empires mod is...but if it's a multiplayer mod with the folder \Empires then the last pic is correct and you fucked something else up. Oh and you probably should have added hl2mp.fgd instead of Halflife2.fgd (if its multiplayer), and instead of using the Base fgd you should use Ts2Do's base fgd (go to the vdc and search for fgc, its at the bottom of the page) The .vmf directory can be set anywhere you want.

Reading through the tutroial, that is exactly how you would configure a multiplayer mod with the directory \sourcemods\Empires, except he (probably, unless Empires is some fucked up thing) used the wrong fgd.


Soooooo..... whats wrong with it?
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Postby supaste on Sun Feb 11, 2007 9:35 pm

yey! My first tut that got onto lopers!

oh and by the way empires mod is this http://www.empiresmod.com/
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Empires yay, its teh best!!!!

Postby devilnevercare on Sun Feb 18, 2007 12:43 pm

If anyone was wondering here is how you make it so the comm vehicle will not fall through the floor.

You have to go to expert mode when you compile and than in the parameters part of the bsp run command you have to put "-novirtualmesh" in and then when you compile and test the game the CV will not fall through the floor.
Image

Oh and when compiling you tende to want to use the fast
compile for vis and vad or do not use them at all, but taht is just for testing...
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Postby supaste on Thu Mar 01, 2007 5:20 pm

If anyone was wondering here is how you make it so the comm vehicle will not fall through the floor.
thats only if you are using displacements.
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Re: Configure Hammer for Empires mod

Postby supaste on Fri Apr 24, 2009 8:36 pm

This should really be scraped/updated because I don't think this would work for the current build but I'm not sure because I haven't mapped for empires for ages.
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