Configuring Hammer for Half-Life: Difference between revisions

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{{Back|Half-Life Level Creation}}
{{Back|Half-Life Level Creation}}
The [[Source SDK]] doesn't support [[Half-Life]] because Half-Life is a [[Goldsource]] game. Source SDK supports only development of [[Source]] engine based games.
[[File:Hammer Editor 3.4 Splash Screen.png|right|250px]]
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.


==== Note: This tutorial assumes you have already downloaded the Half-Life SDK from Steam. ====
==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 Half-Life SDK. Hammer Editor will open. Open Tools - Options window. In Game Configurations tab, make new configuration with this settings:
## Game Data Files: ''/Half-Life SDK/Hammer Editor/fgd/half-life/halflife.fgd''
## Game Executable Directory: ''/Half-Life/...''
## Mod Directory: ''.../Half-Life/valve/''
## Game Directory: ''.../Half-Life/valve/''
## RMF Directory: ''.../Half-Life SDK/Hammer Editor/maps''
# Build Programs tab settings: {{Note|It is recommended to use [[ZHLT|Zoner's Half-Life Tools]], but official compilers work normally with Half-Life.}}
## Game executable: ''…/half-life/hl.exe''
## CSG executable: ''Hammer Editor\tools\qcsg.exe''
## BSP executable: ''Hammer Editor\tools\qbsp2.exe''
## VIS executable: ''Hammer Editor\tools\vis.exe''
## RAD executable: ''Hammer Editor\tools\qrad.exe''
## Place compiled maps in this directory before running the game: ''.../half-life/valve/maps/''
# In Textures tab add follwing .wad files:
## ''/Half-Life SDK/Texture Wad Files/halflife.wad'' file
## ''/Half-Life SDK/Texture Wad Files/liquids.wad'' file
## ''/Half-Life SDK/Texture Wad Files/xeno.wad'' file
## ''/Half-Life SDK/Texture Wad Files/decals.wad'' file


Now click OK/Apply and restart Hammer.
: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===
 
:In the Configurations Console click on the tab labeled ''Game Configurations'' and complete the following steps.
 
 
* '''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. 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:'''
 
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.
 
* '''Game Executable Directory:'''
 
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''.
 
* '''Mod Directory:'''
 
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 Directory:'''
 
(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)
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''.
 
* '''RMF Directory:'''
 
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===
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).
 
 
:In the Configuration Console, click the tab labeled ''Build Programs'' and complete the following steps.
 
 
* '''Game executable:'''
 
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''
 
* '''CSG executable:'''
 
(I don't know what CSG does, can someone help me out here?) 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.
 
* '''BSP executable:'''
 
The BSP compiler generates and compiles a map's BSP geometry.  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.
 
* '''VIS executable:'''
 
The VIS compiler generates and compiles a map's VisLeaf properties, cutting the map into smaller portions to make way for compiling techniques that are easy 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.
 
* '''RAD executable:'''
 
(i think RAD has something to do with lighting)  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.
 
* '''Place compiled maps in this directory before running the game:'''
 
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.
 
 
Half-Life SDK: ''/Half-Life SDK/Texture Wad Files/halflife.wad''
 
Half-Life: ''C:/ProgramFiles(X86)/Steam/Steamapps/Common/Half-Life/Valve/halflife.wad''
 
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''
 
===Finishing Up===
 
When you've successfully configured your Hammer Editor to your liking, click OK/Apply, restart Hammer, and get to work.


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

Revision as of 19:09, 13 March 2015

Template:Otherlang2

Half-Life Level Creation
Hammer Editor 3.4 Splash Screen.png

Half-Life maps are designed using Hammer Editors 3.3 through 3.5, and are powered by the 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.

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

In the Configurations Console click on the tab labeled Game Configurations and complete the following steps.


  • 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. 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:

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.

  • Game Executable Directory:

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.

  • Mod Directory:

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 Directory:

(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) 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.

  • RMF Directory:

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

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).


In the Configuration Console, click the tab labeled Build Programs and complete the following steps.


  • Game executable:

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

  • CSG executable:

(I don't know what CSG does, can someone help me out here?) 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.

  • BSP executable:

The BSP compiler generates and compiles a map's BSP geometry. 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.

  • VIS executable:

The VIS compiler generates and compiles a map's VisLeaf properties, cutting the map into smaller portions to make way for compiling techniques that are easy 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.

  • RAD executable:

(i think RAD has something to do with lighting) 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.

  • Place compiled maps in this directory before running the game:

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.


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

Half-Life: C:/ProgramFiles(X86)/Steam/Steamapps/Common/Half-Life/Valve/halflife.wad

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

Finishing Up

When you've successfully configured your Hammer Editor to your liking, click OK/Apply, restart Hammer, and get to work.