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.