GoldenEye: Source Forums

Debriefing => Questions, Help, & How To's => Topic started by: Boris_Crack on January 16, 2012, 05:13:11 pm

Title: Scaling in Hammer
Post by: Boris_Crack on January 16, 2012, 05:13:11 pm
Hey guys. I hope I'm not bothering you with my Hammer questions. Anyway here it is. In hammer, when I look in the camera view, the map looks perfect, but when I run it, it is too small. I do not own Half Life 2 so I run my maps with Team Fortress 2. Could it be that the TF2 characters are bigger than the HL2 ones ? If not, I'd really like to know what could be the cause.
Title: Re: Scaling in Hammer
Post by: Mangley on January 16, 2012, 05:24:27 pm
Yes TF2 characters are larger.
Title: Re: Scaling in Hammer
Post by: major on January 16, 2012, 08:13:29 pm
Should run around in your maps with GE:S...
Title: Re: Scaling in Hammer
Post by: Boris_Crack on January 16, 2012, 09:49:39 pm
Should run around in your maps with GE:S...
I'd love to but I can't select GES in the Hammer Editor...
Title: Re: Scaling in Hammer
Post by: Boris_Crack on January 16, 2012, 09:49:55 pm
Yes TF2 characters are larger.

Ok thanks.
Title: Re: Scaling in Hammer
Post by: Boris_Crack on January 16, 2012, 11:28:05 pm
So how do I open my map in Goldeneye Source ?? When I open up Source SDK, I can only choose TF2 because that's the only source game I have.
Title: Re: Scaling in Hammer
Post by: Mangley on January 17, 2012, 04:13:59 am
You need to follow this (http://forums.geshl2.com/index.php/topic,6644.msg70235.html#msg70235).

Then launch your SDK and set the engine version to 2007.
Title: Re: Scaling in Hammer
Post by: Boris_Crack on January 17, 2012, 04:59:43 pm
You need to follow this (http://forums.geshl2.com/index.php/topic,6644.msg70235.html#msg70235).

Then launch your SDK and set the engine version to 2007.

Thank you really much!
Title: Re: Scaling in Hammer
Post by: Boris_Crack on January 17, 2012, 05:24:47 pm
Now my only problem is that GES ignores my info_player_start entity. When I try to run the map, it says "Failed to find ANY valid player spawn points on the map!"

I'm really sorry if I ask a lot of questions, but I'm a starter.
Title: Re: Scaling in Hammer
Post by: Boris_Crack on January 18, 2012, 12:36:53 am
Now my only problem is that GES ignores my info_player_start entity. When I try to run the map, it says "Failed to find ANY valid player spawn points on the map!"

I'm really sorry if I ask a lot of questions, but I'm a starter.

I would really need an answer as soon as possible. Please.
Title: Re: Scaling in Hammer
Post by: namajnaG on January 18, 2012, 12:51:35 am
You need to place about 6 player_deathmatch, 6 player_mi6, 6 player_janus and one player_spectator for it to work.
Title: Re: Scaling in Hammer
Post by: Boris_Crack on January 18, 2012, 06:24:50 am
You need to place about 6 player_deathmatch, 6 player_mi6, 6 player_janus and one player_spectator for it to work.
I tried placing 1 player start, 1 Janus start, 1 MI6 start and 1 Spectator start and it worked. But when I select a character and I spawn, it's exactly like spectator mode. I have no guns and I just float through things. Why is it like that ?
Title: Re: Scaling in Hammer
Post by: Mangley on January 18, 2012, 04:10:41 pm
We don't use info_player_start that is used by Half Life 2 for single player.

We use info_player_deathmatch for player spawns. This is why you're having problems.

http://wiki.geshl2.com/index.php/Entities
Title: Re: Scaling in Hammer
Post by: Boris_Crack on January 20, 2012, 11:41:32 pm
We don't use info_player_start that is used by Half Life 2 for single player.

We use info_player_deathmatch for player spawns. This is why you're having problems.

http://wiki.geshl2.com/index.php/Entities

Thank you for your answer. I will, soon, upload pictures OR a video of my map to show you guys, if you want, how my project is going. And you might realise that I'm pretty serious about this project and be willing to help me out. Anyway thanks.
Title: Re: Scaling in Hammer
Post by: Boris_Crack on January 21, 2012, 05:32:21 am
Oh and by the way, I'm having some trouble with my walls. I'm a precision freak so I'm starting to have a lot of shapes in my map and it's really slowing down the compiling. So my walls are a repeating patern. At "Snap:On Grid:32", one square equals one piece of wall, the room is 14 by 18 squares and each pieces of walls has eleven shapes in it(to create the relief). So that's aproximatly 400 shapes. Like I said earlier, this is really slowing down the compiling. Is there a way of grouping those 11 shapes into 1 so that Hammer sees it as only 1 object ?
Title: Re: Scaling in Hammer
Post by: kraid on January 21, 2012, 09:11:59 am
http://optimization.interlopers.net/

read it and you might understand your issue.
Title: Re: Scaling in Hammer
Post by: Proxie on January 21, 2012, 11:07:49 am
You can group objects together by selecting all of the brushes and using Ctrl+G.  Not sure if Hammer sees that as 1 object or not, wait for one of the mappers to clear it up.
Title: Re: Scaling in Hammer
Post by: Boris_Crack on January 21, 2012, 03:06:25 pm
http://optimization.interlopers.net/

read it and you might understand your issue.
Thank you. I read it and I think I found the solution. I'm gonna use the "hidden wall" trick. I'll let you guys know how it worked.
Title: Re: Scaling in Hammer
Post by: Boris_Crack on January 21, 2012, 03:07:19 pm
You can group objects together by selecting all of the brushes and using Ctrl+G.  Not sure if Hammer sees that as 1 object or not, wait for one of the mappers to clear it up.
Thanks anyway.
Title: Re: Scaling in Hammer
Post by: Boris_Crack on January 21, 2012, 08:14:42 pm
Thank you really much Kraid ! The hidden wall trick works like a charm. When my room is finished I will upload photos for you guys.
Title: Re: Scaling in Hammer
Post by: Mangley on January 22, 2012, 12:34:10 am
I recommend looking up some tutorials, namely basic optimization in hammer before you jump into making something. Learn what func_detail is used for and how the Source engine's visibility leaf system works. Reading the documentation is the key to success, if you just go straight into making something you're likely to be wasting your time as it will take too long to correct later, it'll also stop you from getting stuck and having to ask for advice.

There are plenty of tutorials out there that outline all the techniques you need.