Configuring Hammer for Half-Life: Difference between revisions

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[[File:Hammer Editor 3.4 Splash Screen.png|right|250px]]
[[File:Hammer Editor 3.4 Splash Screen.png|thumb|Hammer 3.4's Splash screen|right|250px]]
{{HL1}}
{{HL1}} Half-Life maps are designed using Hammer Editors 3.3 through 3.5, and are powered by the {{goldsrc|4}}, the predecessor to the current {{hammer4|4}} series, AKA the [[Source SDK]]. If you don't already have Half-Life 1's editor, [steam://run/254430 click here to download]. In order for the Hammer Editor to make maps for Half-Life, it needs access to certain files and programs, such as compile tools, game data, and so-on. This page will give you a quick run through on how to set everything up, and get on your way to map making.
{{note|Once you have successfully configured the Hammer Editor to your liking, click '''Apply''', '''OK''', and restart Hammer for your changes to take full effect.}}
{{note|This guide assumes you have a regular Steam installation of everything. You may have to follow alternate or additional steps if you:
* Have Steam, Half-Life, or SDK files installed on a drive that is not <code>C:\</code>
* Have Half-Life/SDK files NOT under your Steam folder.
* Obtained your copy of Half-Life through any non-Steam distributor, or CD-ROM.}}
{{note|If you are using J.A.C.K. for Half-Life and Day of Defeat some info on this page will not be needed to configure J.A.C.K.}}


Half-Life maps are designed using Hammer Editors 3.3 through 3.5, and are powered by the [[GoldSource|GoldSource Engine]], the predecessor to the current Hammer 4.X series, AKA the [[Source SDK]]. Half-Life maps can only be developed and compiled using the GoldSource Engine. This tutorial assumes you have already downloaded some form of the GoldSource Hammer Editor, so finding and installing it will not be covered on this page.
==Game Configurations==
 
 
* '''Note:''' Once you have successfully configured the Hammer Editor to your liking, click ''Apply'', ''OK'', and restart Hammer for your changes to take full effect.
 
 
 
==Configuring Hammer for Half-Life==
In order for the Hammer Editor to make maps for Half-Life, it needs access to certain files and programs, such as compilers, entity files, and so-on. This page will give you a quick run through on how to set everything up, and get on your way to map making.
 
 
:Launch the Hammer Editor, and open the Tools menubar at the top of screen, and click on Options at the bottom of the bar. The In-Game Configurations console will open, where you can set new configuration settings.
 
 
===Game Configurations===
[[File:Hammer 3.4 Edit Game Configuration Screen.png|right|250px]]
[[File:Hammer 3.4 Edit Game Configuration Screen.png|right|250px]]
:In the Configurations Console click on the tab labeled ''Game Configurations'' and complete the following steps.
Launch Hammer from Steam. (Steam will call it "''Half-Life SDK''".) Click on '''Tools''', '''Options...''' to open the configuration window. Go to the tab labeled '''Game Configurations'''.


===Configuration===
Hammer allows you to setup multiple configurations, so if you want to make maps for more than one GoldSource game, you can make maps for each on the same editor. This section allows you to add, remove, or edit different configurations.


===='''Configuration:'''====
Click '''Edit''' (the wide one at the top, not the smaller one below), '''Add''', and name your configuration whatever you want. Click '''OK''', '''Close'''.
Hammer allows you to setup multiple configurations, so if you want to make maps for more than one GoldSource game, you can make maps for each on the same editor. This section allows you to add, remove, or edit different configurations. We're going to add a new one, and name it ''Half-Life'' (it doesn't matter what you name it, as long as it helps you remember which game configuration it is). To create a new configuration first click the ''Edit'' button, this will open a dialog box with the options to ''Add'', ''Remove'', or ''Copy'' a Game Configuration, we're going to ''Add'' one, and name it ''Half-Life''.


===='''Game Data Files:'''====
===Game Data Files===
Click '''Add'''. Select the file at <code>common\Half-Life SDK\Hammer Editor\fgd\half-life\halflife.[[fgd]]</code>. This file ''should'' exist there. If it doesn't, you can make it yourself by copying all the information on [[Half-Life.fgd|this page]]. You can select and use extra FGDs, but anything in them not coded to work in the Half-Life engine will not work. For example: the CS hostage entity.


The Game Data files are the FGD files you want to use to build your map. An FGD file provide the entities for use in your editor, each game has it's own FGD. We're going to use the Half-Life FGD file, which if you're using the Half-Life SDK variant of Hammer available on Steam, is located in ''C:/ProgramFiles(X86)/Steam/SteamApps/Common/Half-Life SDK/Hammer Editor/fgd/half-life/halflife.fgd''. If you're using another version, then you'll have to manually download the FGD file somewhere off the internet. To add the FGD, click ''Add'', and locate the file on your computer. You can use multiple FGD files in a single configuration, just know that many entities(primarily NPCs) won't appear in the game other than the one they're from, so any NPCs from Opposing Force will not appear in a Blue-Shift map, and vice versa.
{{note|ALL filepaths you enter for configurations need to be absolute, meaning they start with <code>C:\</code> and include the full path to the folder or file.}}


===='''Game Executable Directory:'''====
The '''Texture Format''' option should now say '''WAD3 (Half-Life / TFC)''' and the '''Map Type''' option should now say '''HalfLife / TFC'''. These should be the only options listed for either.


The Game Executable Directy is where the game executable(playable game file) is located, not the executable itself. The exe directory for Half-Life is ''C:/ProgramFiles(X86)/Steam/Steamapps/Common/Half-Life''.
===Default PointEntity class===
The FGD tells Hammer to automatically select <code>aiscripted_sequence</code> from the [[entity]] list when using the [[Entity Tool]]. You can change the default to any valid [[point entity]] you want.


===='''Mod Directory:'''====
===Default SolidEntity class===
The FGD tells Hammer to automatically select <code>button_target</code> from the entity list when you tie a brush to an entity. You can change the default to any valid [[brush entity]] you want.


The Mod Directory is similar to the Game Executable Directory, it's the directory location for a Half-Life modification, such as Team Fortress Classic, or Counter-Strike, and is located inside the ''Half-Life'' file location listed earlier. Because we are configuring Half-Life itself, and not a Half-Life mod, this field can be left completely blank.
===Game Executable Directory===
This is the folder containing hl.exe. Select the folder <code>common\Half-Life</code>.


===='''Game Directory:'''====
===Mod Directory===
Set this to the folder containing everything specific to your mod/game, such as <code>common\Half-Life\bshift</code>. If you're not mapping for a mod, you can set it to the <code>valve</code> folder, but it shouldn't make a difference.{{confirm}}


(This may not be completely accurate, so if i'm wrong please correct this, if i'm right, then just delete this message and let me know in your edit summary)
===Game Directory===
The Game Directory is the location of the game's files, such as models, animations, textures, etc. For Half-Life, this is located at ''C:/ProgramFiles(X86)/Steam/Steamapps/Common/Half-Life/Valve''.
This is the folder holding game-specific files, such as models, animations, textures, etc. For Half-Life, this is at <code>common\Half-Life\valve</code>.


===='''RMF Directory:'''====
===RMF Directory===
This is where Hammer will save all files related to your map every time you [[Saving and Compiling|compile]]. The engine looks in <code>common\Half-Life\[your game folder]\maps</code> for maps, however, Hammer will generate quite a few files related to your map when saving or compiling, so you may find it preferable to have a separate folder to contain them all (usually named <code>bspsrc</code>). Compiled map files can be stored in another folder, which we will get to configuring near the end.


This is where Hammer will save your' maps RMF(compiled map) files every time you compile your level. All RMF files must be saved in ''C:/ProgramFiles(X86)/Steam/Steamapps/Common/Half-Life/Valve/maps'', this is where the game looks when launching maps.
==Build Programs==
Now go to the tab labeled '''Build Programs'''. These are the programs that process your level geometry, determine where to optimize for visibility, and add lighting to your map. Many mappers use [[Zoner's Half-Life Tools]] (ZHLT), a fan made modification of the original tools developed for Half-Life containing many fixes and improvements. If you use those tools, you will have to give filepaths for those instead of the ones talked about below.


===Build Programs===
{{Bug|
The Build Programs for your configuration are the files and programs that compile your map, primarily the BSP geometry, lighting, and VisLeafs. Many GoldSource map makers nowadays use ''Zoner's Half-Life Tools'', a fan made modification of the original BSP, VIS, RAD, and CSG build programs developed for Half-Life, if you'd like to use Zoner's tools and don't have them you can download them here(add link later).
Hammer might not recognize the compiler executables and throw an error at compile time if the paths contain more than one whitespace. You can:
* Remove whitespaces in the paths. So you can move or rename the <code>common\Half-Life SDK\Hammer Editor\tools</code> folder.
* Wrap the paths in double quotes like so: <code>"<steamapps>\common\Half-Life SDK\Hammer Editor\tools\<executable>.exe"</code>
}}


===Game Executable===
A .exe file to open when the map finishes compiling. Unless you have some non-gaming purpose for Hammer, this should ''probably'' be <code>common\Half-Life\hl.exe</code>.


:In the Configuration Console, click the tab labeled ''Build Programs'' and complete the following steps.
===CSG executable===
CSG takes your brush geometry and turns it into something readable by the engine. It also adds entities, like <code>[[info_player_start]]</code> to your map. This is at <code>common\Half-Life SDK\Hammer Editor\tools\qcsg.exe</code>.


===BSP executable===
BSP generates [[visleafs]], based off the geometry made by CSG. This is at <code>common\Half-Life SDK\Hammer Editor\tools\qbsp2.exe</code>.


===='''Game executable:'''====
===VIS executable===
VIS determines what is visible from within each visleaf, which is used to save RAM for computers. This is at <code>common\Half-Life SDK\Hammer Editor\tools\vis.exe</code>.


The actual executable file of the game you want to map for, this allows Hammer to run the game whenever you compile your map, allowing you to test your map in the game itself. This field is not mandatory for level creation, but it is highly recommended for quicker and easier map testing. For the Steam version of Half-Life, this file is located at ''C:/ProgramFiles(X86)/Steam/Steamapps/Common/Half-Life/hl.exe''
===RAD executable===
RAD<!---is totally sick, bro---> adds unchanging and toggleable lighting into your map, so it won't look so flat and boring. Dynamic lighting, like the HEV flashlight, is done directly in the game. This is at <code>common\Half-Life SDK\Hammer Editor\tools\qrad.exe</code>.


===='''CSG executable:'''====
===Compiled Map Directory===
This is where the game usually looks for maps. This should be <code>common\Half-Life\[game]\maps</code>.


CSG generates the map file's brush geometry. If you are using the Half-Life SDK provided by Steam, this file is located at (coming soon). If you are using Zoner's Tools, or any non Steam version of GoldSource, the file is located in whatever file you saved it to.
==Textures==
Go to the tab labeled '''Textures'''. Textures are the images used to make your cubes and cylinders look like crates and barrels. GoldSource textures are stored inside of large image library files known as WAD3 files. You can insert any WAD files you wish, whether they come from other GoldSource games, the internet, or if you make them yourself. It's highly recommended however that you do not edit any of the default WAD files that come with your game, especially if your game is not a Steam purchased copy.


===='''BSP executable:'''====
If using Valve's default compilation tools, it is recommended you only add the WADs you need for the map you are editing to prevent unnecessary asset loading in-game. Most newer, community-made compilation tools automatically exclude WADs that are not being used by the map.


The BSP compiler generates raw visleaf data and entities  If you are using the Half-Life SDK provided by Steam, this file is located at ''Hammer Editor\tools\qbsp2.exe''. If you are using Zoner's Tools, or any non Steam version of GoldSource, the file is located in whatever file you saved it to.
Look in <code>common\Half-Life SDK\Texture Wad Files\</code> for WADs.


===='''VIS executable:'''====
==Saving and Compiling==
When you've successfully configured your Hammer Editor to your liking, click '''OK''', restart Hammer, and test to make sure you've configured Hammer correctly. If you've created more than one configuration, you can choose which to use on startup.


The VIS compiler generates and compiles a map's VisLeaf properties, calculating what are being rendered when the player is in a specific spot to make sure no more resources then needed are used on your computer's processor. If you are using the Half-Life SDK provided by Steam, this file is located at ''Hammer Editor\tools\vis.exe''. If you are using Zoner's Tools, or any non Steam version of GoldSource, the file is located in whatever file you saved it to.
Quickly test your map by making a medium-sized box, right clicking it in a 2D view, and clicking '''Make Hollow''', adding an <code>info_player_start</code> entity, and a <code>light</code> entity, then compiling with all settings on '''Normal'''. If all went well you should see something like this:


===='''RAD executable:'''====
[[File:Goldsource basic box.jpg|300px|thumbnail|none|Tada!]]


The RAD compiler calculates static radiosity lighting, as well as switchable world lights. Dynamic entity lights are not calculated during this step, but in real time. If you are using the Half-Life SDK provided by Steam, this file is located at ''Hammer Editor\tools\qrad.exe''. If you are using Zoner's Tools, or any non Steam version of GoldSource, the file is located in whatever file you saved it to.
==Running your Map without Hammer==
It shouldn't happen, but if you're unable to run your map directly from Hammer, keep the game open ''while'' you edit your map. When compiling finishes, open the console by pressing <code>`</code>, and type <code>restart</code>, or if the map's not already open, <code>map mapname</code> to load/reload the map with your changes added.  


* '''Place compiled maps in this directory before running the game:'''
{{note|Not being able to run your map directly from Hammer is a warning sign that something is wrong with your compile. If your map isn't changing in-game even when you change it in Hammer and recompile, '''something is wrong'''.}}
 
This step is very similar to the RMF Directory from the Game Configuration settings. Set this location to ''C:/ProgramFiles(X86)/Steam/Steamapps/Common/Half-Life/Valve/maps''.
 
 
===Textures===
Textures are the images used to make your squares and cylinders look like crates and barrels. GoldSource textures are stored inside of large image library files known as WAD3 files. You can insert any WAD files you wish, whether they come from other GoldSource games, the internet, or if you make them yourself. It's highly recommended however that you do not edit any of the default WAD files that come with your game, especially if your game is not a Steam purchased copy.
 
 
:In the Configuration Console, click the tab labeled ''Textures'' and add the following default Half-Life WAD files.


[[Category:Level Design]]
[[Category:Tutorials]]
[[Category:Half-Life]]
[[Category:Hammer]]


'''Half-Life SDK:''' ''/Half-Life SDK/Texture Wad Files/halflife.wad''


'''Half-Life:''' ''C:/ProgramFiles(X86)/Steam/Steamapps/Common/Half-Life/Valve/halflife.wad''
{{stub}}
 
'''Half-Life SDK:''' ''/Half-Life SDK/Texture Wad Files/liquids.wad''
 
'''Half-Life:''' ''C:/ProgramFiles(X86)/Steam/Steamapps/Common/Half-Life/Valve/liquids.wad''
 
'''Half-Life SDK:''' ''/Half-Life SDK/Texture Wad Files/xeno.wad''
 
'''Half-Life:''' ''C:/ProgramFiles(X86)/Steam/Steamapps/Common/Half-Life/Valve/xeno.wad''
 
'''Half-Life SDK:''' ''/Half-Life SDK/Texture Wad Files/decals.wad''
 
'''Half-Life:''' ''C:/ProgramFiles(X86)/Steam/Steamapps/Common/Half-Life/Valve/decals.wad''
 
 
===Saving and Compiling===
When you've successfully configured your Hammer Editor to your liking, click OK/Apply, restart Hammer, and test to make sure you've configured Hammer correctly. If you've created more than one configuration, a selection box will pop up every time you start Hammer for you to specify which configuration you want to use in that session.
 
Quickly create a small box in Hammer, go to the ''Tools'' menubar at the top of the screen, and click ''Make Hollow'', then click ''OK''. This will hollow out your box, making it a quick makeshift room to place an info_player_start, and a light.
 
===Configuring which game runs after compilation===
 
Once your' level is ready, save it, and click the ''File'' menubar at the top of the screen and click on ''Run'' from the drop down menu, or press F9 to instantly bring up the '''Run Map Menu'''. The Run Map Menu allows you to run your Hammer map in the game it's made for, featuring several features for you to adjust, or turn off when testing your map. The Run Map Menu also allows you to specify the game you want to run and test your map in, to choose which one click on the ''Expert'' button at the bottom left of the Run Map Menu to bring up the '''Advanced Settings'''. The '''Advanced Run Map Menu''' features several additional and more specific settings for compiling your map, we can create custom configurations in the ''Configurations:'' drop down menu at the top left of the menu. This Configuarations menu allows you to create custom compilation commands that affect how your map is compiled and run, but all we're concerned with right now is using it to choose which game launches when you run your map. If you use the Half-Life SDK available from Steam, you are automatically given four pre-built configurations, for running the original [[Half-Life]], or it's 3 Steam supported mods and expansions, [[Half-Life: Opposing Force]], [[Team Fortress Classic]], and [[Counter-Strike]], of course you must own the game on Steam for it to launch. If you are using another version of Hammer, you will have to create each configuration yourself, similarly to the way we did earlier.
 
:Level creation for Half-Life doesn't require any custom compile configurations to run Half-Life in the editor, however custom configurations allow for better compiling. To create a new compile configuration for Half-Life, click ''Edit'' next to the Configurations drop down menu and name it '''Half-Life (full)''' (just like before, this name is not important and you can name it whatever you prefer). Once you've named the configuration, click close and the configuration will be saved.
 
Once you have officially created the configuration, you must create each custom command for your configuration. To create a command you must click the ''New'' button below the ''Configuration'' drop down menu, you can then enter a command name and a list of parameters for that command in the textboxes to the right. There are a total of 8 custom configuration commands in the Half-Life SDK variant of GoldSource, if you're not using this version and would like the benefits of these commands, copy them below and edit your configuration as explained above.
 
:Enter each new command with it's parameters as follows into your configuration.
 
* '''Command:''' Change Directory '''Parameters:''' $exedir
* '''Command:''' $csg_exe '''Parameters:''' $path\$file
 
* '''Command:''' $bsp_exe '''Parameters:''' $path\$file
 
* '''Command:''' $vis_exe '''Parameters:''' $path\$file
 
* '''Command:''' $light_exe '''Parameters:''' $path\$file
 
* '''Command:''' Copy File '''Parameters:''' $path\$file.bsp $bspdir\$file.bsp
 
* '''Command:''' Copy File '''Parameters:''' $path\$file.pts $bspdir\$file.pts
 
* '''Command:''' $game_exe '''Parameters:''' +map $file -dev -console
 
Each command is a checkbox, so you will have to check/select each one before compiling for them to work. Once your' fully configured, click run, and make sure your map compiles correctly.
 
 
===Running your Map without Hammer===
 
If you are unable to configure Hammer to run your map after compiltion then you can just as easily run your map in the game itself as an alternative. To do this you still have to run your map in the editor, or compile it to a .map or .rmf file (it's recommended that you ''run'' your map, because this compiles it to various formats simultaneously). Compiling your map saves your maps' current state into a file readable by the game, compiling your map each time you run it simply keeps it up to date, if you edit your map and then run it without compiling it will run the previous compiled file that is not the same as the maps' current state. To run your map manually in Half-Life open the '''Developer Console''' by pressing the ''~'', or ''tilde'' key on your computer. Once the developer console is opened, type '''sv_lan 1''' and then '''map''' into the text field at the bottom, followed by the name of your map (without the filetype extension, such as .map, or .rmf). This will run your map in Half-Life, completely bypassing the use of Hammer for running your map.
 
 
[[Category:Level Design Tutorials]]
[[Category:Half-Life]]

Latest revision as of 11:38, 15 November 2024

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Hammer 3.4's Splash screen

Half-Life Half-Life maps are designed using Hammer Editors 3.3 through 3.5, and are powered by the GoldSrc GoldSrc, the predecessor to the current Hammer Hammer 4.x series, AKA the Source SDK. If you don't already have Half-Life 1's editor, click here to download. In order for the Hammer Editor to make maps for Half-Life, it needs access to certain files and programs, such as compile tools, game data, and so-on. This page will give you a quick run through on how to set everything up, and get on your way to map making.

Note.pngNote:Once you have successfully configured the Hammer Editor to your liking, click Apply, OK, and restart Hammer for your changes to take full effect.
Note.pngNote:This guide assumes you have a regular Steam installation of everything. You may have to follow alternate or additional steps if you:
  • Have Steam, Half-Life, or SDK files installed on a drive that is not C:\
  • Have Half-Life/SDK files NOT under your Steam folder.
  • Obtained your copy of Half-Life through any non-Steam distributor, or CD-ROM.
Note.pngNote:If you are using J.A.C.K. for Half-Life and Day of Defeat some info on this page will not be needed to configure J.A.C.K.

Game Configurations

Hammer 3.4 Edit Game Configuration Screen.png

Launch Hammer from Steam. (Steam will call it "Half-Life SDK".) Click on Tools, Options... to open the configuration window. Go to the tab labeled Game Configurations.

Configuration

Hammer allows you to setup multiple configurations, so if you want to make maps for more than one GoldSource game, you can make maps for each on the same editor. This section allows you to add, remove, or edit different configurations.

Click Edit (the wide one at the top, not the smaller one below), Add, and name your configuration whatever you want. Click OK, Close.

Game Data Files

Click Add. Select the file at common\Half-Life SDK\Hammer Editor\fgd\half-life\halflife.fgd. This file should exist there. If it doesn't, you can make it yourself by copying all the information on this page. You can select and use extra FGDs, but anything in them not coded to work in the Half-Life engine will not work. For example: the CS hostage entity.

Note.pngNote:ALL filepaths you enter for configurations need to be absolute, meaning they start with C:\ and include the full path to the folder or file.

The Texture Format option should now say WAD3 (Half-Life / TFC) and the Map Type option should now say HalfLife / TFC. These should be the only options listed for either.

Default PointEntity class

The FGD tells Hammer to automatically select aiscripted_sequence from the entity list when using the Entity Tool. You can change the default to any valid point entity you want.

Default SolidEntity class

The FGD tells Hammer to automatically select button_target from the entity list when you tie a brush to an entity. You can change the default to any valid brush entity you want.

Game Executable Directory

This is the folder containing hl.exe. Select the folder common\Half-Life.

Mod Directory

Set this to the folder containing everything specific to your mod/game, such as common\Half-Life\bshift. If you're not mapping for a mod, you can set it to the valve folder, but it shouldn't make a difference.[confirm]

Game Directory

This is the folder holding game-specific files, such as models, animations, textures, etc. For Half-Life, this is at common\Half-Life\valve.

RMF Directory

This is where Hammer will save all files related to your map every time you compile. The engine looks in common\Half-Life\[your game folder]\maps for maps, however, Hammer will generate quite a few files related to your map when saving or compiling, so you may find it preferable to have a separate folder to contain them all (usually named bspsrc). Compiled map files can be stored in another folder, which we will get to configuring near the end.

Build Programs

Now go to the tab labeled Build Programs. These are the programs that process your level geometry, determine where to optimize for visibility, and add lighting to your map. Many mappers use Zoner's Half-Life Tools (ZHLT), a fan made modification of the original tools developed for Half-Life containing many fixes and improvements. If you use those tools, you will have to give filepaths for those instead of the ones talked about below.

Icon-Bug.pngBug:

Hammer might not recognize the compiler executables and throw an error at compile time if the paths contain more than one whitespace. You can:

  • Remove whitespaces in the paths. So you can move or rename the common\Half-Life SDK\Hammer Editor\tools folder.
  • Wrap the paths in double quotes like so: "<steamapps>\common\Half-Life SDK\Hammer Editor\tools\<executable>.exe"
  [todo tested in ?]

Game Executable

A .exe file to open when the map finishes compiling. Unless you have some non-gaming purpose for Hammer, this should probably be common\Half-Life\hl.exe.

CSG executable

CSG takes your brush geometry and turns it into something readable by the engine. It also adds entities, like info_player_start to your map. This is at common\Half-Life SDK\Hammer Editor\tools\qcsg.exe.

BSP executable

BSP generates visleafs, based off the geometry made by CSG. This is at common\Half-Life SDK\Hammer Editor\tools\qbsp2.exe.

VIS executable

VIS determines what is visible from within each visleaf, which is used to save RAM for computers. This is at common\Half-Life SDK\Hammer Editor\tools\vis.exe.

RAD executable

RAD adds unchanging and toggleable lighting into your map, so it won't look so flat and boring. Dynamic lighting, like the HEV flashlight, is done directly in the game. This is at common\Half-Life SDK\Hammer Editor\tools\qrad.exe.

Compiled Map Directory

This is where the game usually looks for maps. This should be common\Half-Life\[game]\maps.

Textures

Go to the tab labeled Textures. Textures are the images used to make your cubes and cylinders look like crates and barrels. GoldSource textures are stored inside of large image library files known as WAD3 files. You can insert any WAD files you wish, whether they come from other GoldSource games, the internet, or if you make them yourself. It's highly recommended however that you do not edit any of the default WAD files that come with your game, especially if your game is not a Steam purchased copy.

If using Valve's default compilation tools, it is recommended you only add the WADs you need for the map you are editing to prevent unnecessary asset loading in-game. Most newer, community-made compilation tools automatically exclude WADs that are not being used by the map.

Look in common\Half-Life SDK\Texture Wad Files\ for WADs.

Saving and Compiling

When you've successfully configured your Hammer Editor to your liking, click OK, restart Hammer, and test to make sure you've configured Hammer correctly. If you've created more than one configuration, you can choose which to use on startup.

Quickly test your map by making a medium-sized box, right clicking it in a 2D view, and clicking Make Hollow, adding an info_player_start entity, and a light entity, then compiling with all settings on Normal. If all went well you should see something like this:

Tada!

Running your Map without Hammer

It shouldn't happen, but if you're unable to run your map directly from Hammer, keep the game open while you edit your map. When compiling finishes, open the console by pressing `, and type restart, or if the map's not already open, map mapname to load/reload the map with your changes added.

Note.pngNote:Not being able to run your map directly from Hammer is a warning sign that something is wrong with your compile. If your map isn't changing in-game even when you change it in Hammer and recompile, something is wrong.


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