Saving and Compiling: Difference between revisions

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[[Category:Level Design Tutorials]]
[[Category:Level Design Tutorials]]
{{first room menu}}
{{first room menu}}
The final stage of making a level is saving and compiling it. A map must be compiled to run it in the Source Engine.
The final stage of making a level is saving and compiling it. A map must be compiled to run it in the Source Engine.<br clear="both">
<br clear="both">


==Saving the Map==
==Saving the Map==


[[Image:hammer_saveas.jpg |thumb|left|200px| Choose ''Save As...'' to save the map.]]
[[Image:hammer_saveas.jpg |thumb|right|200px| Choose ''Save As...'' to save the map.]]
 
[[Image:hammer_setname.jpg |thumb|right|200px| Type in a name for the map, then Click the Save button.]]
[[Image:hammer_setname.jpg |thumb|right|200px| Type in a name for the map, then Click the Save button.]]


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# Click the '''File''' menu.
# Click the '''File''' menu.
# As this is your first time saving this map, we will need to give it a name, so choose '''Save As...'''.
# As this is your first time saving this map, we will need to give it a name, so choose '''Save As...'''.
# A ''Save As...'' dialog will open. Type the name of your map into the ''File Name'' field, but do not use spaces. ([[Half-Life 2: Deathmatch]] maps should have the <code>dm_</code> prefix before their map names so that they can easily be recognized.)
# A '''Save As...''' dialog will open. Type the name of your map into the '''File Name''' field:
# Finally click the ''Save'' button to save the map to disk.
#* You cannot include any spaces in the filename.
#* [[Half-Life 2: Deathmatch]] maps should have the <code>dm_</code> prefix before their map names so that they can easily be recognized.
# Click the '''Save''' button to save the map to disk.


The map is saved in the .VMF file format.
The map is saved in the .VMF file format.
<br clear="both">
<br clear="both">


==Compiling the Map==
==Compiling the Map==


You have saved your map, but before you are able to play it, you will also need to compile it into a run-able format.
[[Image:hammer_pickrunmap.jpg |thumb|right|200px|Click the '''Run Map''' icon to compile your map.]]


When a map is compiled, it is converted from the raw .VMF file that you just saved, into the .BSP format used by the game engine. Its geometry is processed and the proper lighting and shadows are pre-calculated with a couple of compile programs.
You have saved your map, but you will also need to compile it before it can be played in the game engine.


<br clear="both">
When a map is compiled, it is converted from the raw .VMF file that you just saved, into the .BSP format used by the game engine. The geometry is processed and the proper lighting and shadows are pre-calculated with several compile programs.
 
[[Image:hammer_pickrunmap.jpg |thumb|left|200px| Click the '''Run Map''' icon to compile your map.]]


Open the '''File''' menu, and choose '''Run Map...'''.
Open the '''File''' menu, and choose '''Run Map...'''.


The '''Run Map''' dialog will open.
The '''Run Map''' dialog will open.
<br style="clear:both">


[[Image:hammer_setmapparam.gif |thumb|500px| Change the ''Run Map'' parameters to match these settings, then click ''OK''.]]
[[Image:hammer_setmapparam.gif|thumb|right|200px|Change the '''Run Map''' parameters to match these settings, then click '''OK'''.]]


This dialog is used to set some basic compile parameters.
This dialog is used to set some basic compile parameters.


1. Make sure that '''Normal''' is set under the '''Run BSP''', '''Run VIS''', and '''Run RAD''' settings.
# Make sure that '''Normal''' is set under the '''Run BSP''', '''Run VIS''', and '''Run RAD''' settings.
# Under '''Additional game parameters:''', type:
#: <code>-dev -console +sv_lan 1</code>
#: See [[Additional game parameters]] if you wish to learn more about these settings.
# Now click the '''OK''' button to start the map compile process.


2. Under ''Additional game parameters:'', type:
The '''Compile Process Window''' will show the progress of the compile. When the compilation is done, the game you are mapping for will automatically launch, and load your map in the engine.
<br style="clear:both">


<code>-dev -console +sv_lan 1</code>
[[Image:hammer_engine.jpg|thumb|300px|right|The final room, compiled and running in the game. Beautiful!]]


See the Source SDK FAQ if you wish to learn more about these settings.
Here's a shot of the compiled map in-game. It isn't much to look at yet, but it has the basic pieces you need to get started making your own maps.


3. Now click the '''OK''' button to start the map compile process.
Congratulations, you've made your first map!<br clear="both">


<br clear="both">
== Where do I go from here? ==


The '''Compile Process Window''' will show the progress of the compile.
Now that you know the basics, look at the [[:Category:Level Design|Level Design Category]] page for a list of articles and tutorials on different level design topics.
 
When the compilation is done, the game you are mapping for will automatically launch, and load your map in the engine.
 
Here's a shot of the compiled map in-game. It isn't much to look at yet, but it has the basic pieces you need to get started making your own maps.
 
[[Image:hammer_engine.jpg | The final room, compiled and running in the game. Beautiful!]]
 
<br clear="both">

Revision as of 19:26, 28 February 2006

The final stage of making a level is saving and compiling it. A map must be compiled to run it in the Source Engine.

Saving the Map

Choose Save As... to save the map.
Type in a name for the map, then Click the Save button.

First, let's save this map:

  1. Click the File menu.
  2. As this is your first time saving this map, we will need to give it a name, so choose Save As....
  3. A Save As... dialog will open. Type the name of your map into the File Name field:
    • You cannot include any spaces in the filename.
    • Half-Life 2: Deathmatch maps should have the dm_ prefix before their map names so that they can easily be recognized.
  4. Click the Save button to save the map to disk.

The map is saved in the .VMF file format.

Compiling the Map

Click the Run Map icon to compile your map.

You have saved your map, but you will also need to compile it before it can be played in the game engine.

When a map is compiled, it is converted from the raw .VMF file that you just saved, into the .BSP format used by the game engine. The geometry is processed and the proper lighting and shadows are pre-calculated with several compile programs.

Open the File menu, and choose Run Map....

The Run Map dialog will open.

Change the Run Map parameters to match these settings, then click OK.

This dialog is used to set some basic compile parameters.

  1. Make sure that Normal is set under the Run BSP, Run VIS, and Run RAD settings.
  2. Under Additional game parameters:, type:
    -dev -console +sv_lan 1
    See Additional game parameters if you wish to learn more about these settings.
  3. Now click the OK button to start the map compile process.

The Compile Process Window will show the progress of the compile. When the compilation is done, the game you are mapping for will automatically launch, and load your map in the engine.

The final room, compiled and running in the game. Beautiful!

Here's a shot of the compiled map in-game. It isn't much to look at yet, but it has the basic pieces you need to get started making your own maps.

Congratulations, you've made your first map!

Where do I go from here?

Now that you know the basics, look at the Level Design Category page for a list of articles and tutorials on different level design topics.