Standard "update raped my mod/hammer" thread.

Any aspects of level design for the Source engine.

Standard "update raped my mod/hammer" thread.

Postby Slashgibber on Wed Jul 03, 2013 12:05 am

So after a few days of trying to get this shit to work, I am at my sanity's end.
What seemingly solves one problem only causes another.

Where to start? When I updated to the "new" hammer it worked flawlessly (well, kinda sorta), but none of my custom assets loaded. So I put everything in the SteamDir\steamapps\sourcemods\ModName\game\mod_episodic folder and presto! Custom assets are there. However, this causes a whole heap of other problems. Whenever I load a map with hammer I get an error saying "failed to load the default scheme file. the map views may be missing some visual elements", and trying to open the model browser causes hammer to crash.

Another problem is that the mod doesn't show up in my game list and I have no way of actually running it other than unchecking the "don't run game" box when I'm compiling. When I try to build cubemaps, the game freezes. This is probably caused by a faulty compilation of the code base, so instructions on how to fix the errors in it would be greatly appreciated.

But yeah, fun times are being had. I'm having a hard time believing that I am not doing anything wrong here.

If anyone knows any solutions to these problems, please help!
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Re: Standard "update raped my mod/hammer" thread.

Postby Gambini on Wed Jul 03, 2013 2:22 am

A new file format has been implemented for most Source games, you have to switch them to Steampipe to work, since -to ensure you use it- they fucked up the old versions. At the same time, a new Source update has been released, it´s Source SDK 2013. I´m pretty sure you´re now stuck with it, like it or not.

Some quick guidances:
- For switching to this new file format you have to go to the properties of your game and enable steampipe beta, after which your game will be converted.
- Source SDK app is no longer supported but you can launch hammer directly from your steamapps/common/halflife2/bin folder.
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Re: Standard "update raped my mod/hammer" thread.

Postby DarkIceJack on Wed Jul 03, 2013 4:01 am

Follow this if you are starting to go mad, it works, plus they have just updated source sdk 2013, model viewer now works but for me it is black with white words.

http://www.interlopers.net/forum/viewtopic.php?f=7&t=37115&p=499039&hilit=source+2013#p499039
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Re: Standard "update raped my mod/hammer" thread.

Postby Slashgibber on Wed Jul 03, 2013 1:21 pm

Gambini wrote:For switching to this new file format you have to go to the properties of your game and enable steampipe beta, after which your game will be converted.


Omfg, this fixed all of my hammer problems. Thank you!

I still have the cubemap problem though, and it seems that I am not the only one.



DarkIceJack wrote:Follow this if you are starting to go mad, it works, plus they have just updated source sdk 2013, model viewer now works but for me it is black with white words.

http://www.interlopers.net/forum/viewtopic.php?f=7&t=37115&p=499039&hilit=source+2013#p499039


I followed a different tutorial http://www.moddb.com/tutorials/setting- ... e-sdk-2013
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Re: Standard "update raped my mod/hammer" thread.

Postby peegee on Wed Jul 03, 2013 7:03 pm

DarkIceJack wrote:Follow this if you are starting to go mad, it works, plus they have just updated source sdk 2013, model viewer now works but for me it is black with white words.

http://www.interlopers.net/forum/viewtopic.php?f=7&t=37115&p=499039&hilit=source+2013#p499039


Note that this tutorial is still "beta".

- For switching to this new file format you have to go to the properties of your game and enable steampipe beta, after which your game will be converted.


Converting my mod into the new format couldn't be done so far.
Either I am to stupid or there are just no option for enabling steampipe beta for my mod.
Thank you for more help.

I still experience following problems using hammer in SDK 2013 Base Singleplayer:

- Textures of all props are not shown properly in 2D Views. (OK in 3D view)
- Entity names and brush sizes are not shown anymore :(
- results of command buildcubemaps are not stored, you already mentioned it
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Re: Standard "update raped my mod/hammer" thread.

Postby Slashgibber on Wed Jul 03, 2013 10:05 pm

peegee wrote:
- For switching to this new file format you have to go to the properties of your game and enable steampipe beta, after which your game will be converted.


Converting my mod into the new format couldn't be done so far.
Either I am to stupid or there are just no option for enabling steampipe beta for my mod.
Thank you for more help.

I still experience following problems using hammer in SDK 2013 Base Singleplayer:

- Textures of all props are not shown properly in 2D Views. (OK in 3D view)
- Entity names and brush sizes are not shown anymore :(
- results of command buildcubemaps are not stored, you already mentioned it



To enable steampipe, go the properties of HL2, EP1 and EP2 to opt in on the steampipe beta.


The only way I could get props and textures was to show up in hammer was to put all my mod asset folders as well as the new gameinfo.txt in sourcemods\ModName\game\mod_episodic. Then you set up hammer to locate your gameinfo.txt as well as the map folders from there.

The new gameinfo.txt should look like this:

Code: Select all
"GameInfo"
{
   game       "MyMod"
   title       "MyMod"
   title2      ""

   type      singleplayer_only

   FileSystem
   {
      SteamAppId            243730      // This sets the app ID in Steam
      
      //
      // The code that loads this file automatically does a few things here:
      //
      // 1. For each "Game" search path, it adds a "GameBin" path, in <dir>\bin
      // 2. For each "Game" search path, it adds another "Game" path in front of it with _<langage> at the end.
      //    For example: c:\hl2\cstrike on a french machine would get a c:\hl2\cstrike_french path added to it.
      // 3. For the first "Game" search path, it adds a search path called "MOD".
      // 4. For the first "Game" search path, it adds a search path called "DEFAULT_WRITE_PATH".
      //

      //
      // Search paths are relative to the base directory, which is where hl2.exe is found.
      //
      // |gameinfo_path| points at the directory where gameinfo.txt is.
      // We always want to mount that directory relative to gameinfo.txt, so
      // people can mount stuff in c:\mymod, and the main game resources are in
      // someplace like c:\program files\valve\steam\steamapps\half-life 2.
      //
      SearchPaths
      {
         // First, mount all user customizations.  This will search for VPKs and subfolders
         // and mount them in alphabetical order.  The easiest way to distribute a mod is to
         // pack up the custom content into a VPK.  To "install" a mod, just drop it in this
         // folder.
         //
         // Note that this folder is scanned only when the game is booted.
         game+mod         ep2/custom/*
         game+mod         episodic/custom/*
         game+mod         hl2/custom/*

         // Now search loose files.  We'll set the directory containing the gameinfo.txt file
         // as the first "mod" search path (after any user customizations).  This is also the one
         // that's used when writing to the "mod" path.
         game+mod+mod_write+default_write_path      |gameinfo_path|.
         gamebin            |gameinfo_path|bin

         // We search VPK files before ordinary folders, because most files will be found in
         // VPK and we can avoid making thousands of file system calls to attempt to open files
         // in folders where they don't exist.  (Searching a VPK is much faster than making an operating
         // system call.)
         game_lv            hl2/hl2_lv.vpk
         game+mod         ep2/ep2_english.vpk
         game+mod         ep2/ep2_pak.vpk
         game            |all_source_engine_paths|episodic/ep1_english.vpk
         game            |all_source_engine_paths|episodic/ep1_pak.vpk
         game            |all_source_engine_paths|hl2/hl2_english.vpk
         game            |all_source_engine_paths|hl2/hl2_pak.vpk
         game            |all_source_engine_paths|hl2/hl2_textures.vpk
         game            |all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
         game            |all_source_engine_paths|hl2/hl2_sound_misc.vpk
         game            |all_source_engine_paths|hl2/hl2_misc.vpk
         platform         |all_source_engine_paths|platform/platform_misc.vpk

         // Add the HL2 directory as a game search path.  This is also where where writes
         // to the "game" path go.
         game+game_write      ep2

         // Where the game's binaries are
         gamebin            episodic/bin

         // Last, mount in shared HL2 loose files
         game            |all_source_engine_paths|episodic
         game            |all_source_engine_paths|hl2
         platform         |all_source_engine_paths|platform
      }
   }
}


I also managed to get my mod running with the 2013 executable by making a .bat file.

Code: Select all
@"D:\Program Files\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2.exe" -dev -game "D:\Program Files\Steam\steamapps\sourcemods\modname\game\mod_episodic" -allowdebug %1 %2 %3 %4 %5 %6 %7 %8 %9



I am not any closer to solving the cubemaps problem though.
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Re: Standard "update raped my mod/hammer" thread.

Postby Knights on Thu Jul 04, 2013 3:06 am

Ok so just copying and pasting that code into my gameinfo is all I have to do? My mod Dawn running on EP2 seems to load up fine, but is there any bugs I should know about?

https://www.dropbox.com/s/lehd9ebmc1ygpzo/Dawn.zip
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Re: Standard "update raped my mod/hammer" thread.

Postby Slashgibber on Thu Jul 04, 2013 4:10 am

Knights wrote:Ok so just copying and pasting that code into my gameinfo is all I have to do? My mod Dawn running on EP2 seems to load up fine, but is there any bugs I should know about?

https://www.dropbox.com/s/lehd9ebmc1ygpzo/Dawn.zip



I rearranged your folder structure to the way I have now and added the .bat file I was talking about, just open it in notepad and change the directories if needed. You should probably backup your folder just in case I fucked something up.

https://www.dropbox.com/s/4wgj8f9ctwr8dk4/Dawn.rar


Note that this is for the hammer that comes with the 2013 SDK.
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Re: Standard "update raped my mod/hammer" thread.

Postby Knights on Thu Jul 04, 2013 5:30 pm

Thanks for the fix! :smt023 I havn't had a chance to look into the whole SDK change until this thread came up.
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Re: Standard "update raped my mod/hammer" thread.

Postby peegee on Thu Jul 04, 2013 5:52 pm

To enable steampipe, go the properties of HL2, EP1 and EP2 to opt in on the steampipe beta.


Thank you very much Slashgibber! :smt023

After enabling and updating EP2
the main two problems (textures in 2D View and entity names) are solved.
I had not to change my mod folder or my gameinfo.txt so far.
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