GoldenEye: Source Forums

  • November 21, 2024, 03:19:12 pm
  • Welcome, Guest
Advanced search  

News:

Pages: 1 [2] 3   Go Down

Author Topic: [TUT] Setting up hammer for GoldenEye: Source BETA 3  (Read 43208 times)

0 Members and 1 Guest are viewing this topic.

herbius

  • Agent
  • *
  • Posts: 10
  • Reputation Power: 0
  • herbius has no influence.
  • Offline Offline
Re: [TUT] Setting up hammer for GoldenEye: Source BETA 3
« Reply #15 on: February 25, 2009, 06:56:41 pm »

I added info_player_spectator, start, mi6 and janus and the load failed. I also tried raising them off the grass and the same thing happened. :(

I've compiled in cordon mode and with no lighting ATM, if that helps.
Logged

Kujo

  • Tester
  • Secret Agent
  • **
  • Posts: 67
  • Reputation Power: 0
  • Kujo has no influence.
  • Offline Offline
Re: [TUT] Setting up hammer for GoldenEye: Source BETA 3
« Reply #16 on: February 26, 2009, 02:18:54 am »

is there a info_player_deathmatch, as well as the 4 you have listed?  That could cause the problem.  I actually had a similar problem when I first started trying to mess around with hammer for ges

Loafie, Hero of Dreams

  • Retired Lead Developer
  • GE:S Fanatic
  • *
  • Posts: 4,066
  • Reputation Power: 1
  • Loafie, Hero of Dreams has no influence.
  • Offline Offline
Re: [TUT] Setting up hammer for GoldenEye: Source BETA 3
« Reply #17 on: February 26, 2009, 03:06:43 am »

you're going to need to change all but one of the starts into deathmatch i think. quick and easy with the entity report
« Last Edit: February 26, 2009, 03:09:05 am by Loafie, Hero of Dreams »
Logged
maps in production: ge_temple maps released: ge_caves, ge_complex, ge_complex_classic
Quote
Loafie, Hero of Dreams is watching Big Love
fourtecks: you are watching basstronix?

herbius

  • Agent
  • *
  • Posts: 10
  • Reputation Power: 0
  • herbius has no influence.
  • Offline Offline
Re: [TUT] Setting up hammer for GoldenEye: Source BETA 3
« Reply #18 on: February 26, 2009, 07:46:36 am »

Cheers, that worked. I must've overlooked the _deathmatch when I was testing the spawns. :)
Logged

Mark [lodle]

  • Retired Lead Developer
  • 007
  • *
  • Posts: 1,411
  • Reputation Power: 1
  • Mark [lodle] has no influence.
  • Offline Offline
Re: [TUT] Setting up hammer for GoldenEye: Source BETA 3
« Reply #19 on: February 26, 2009, 08:49:22 am »

any chance you can send me the map that crashed ges so i can fix the crash?
Logged

herbius

  • Agent
  • *
  • Posts: 10
  • Reputation Power: 0
  • herbius has no influence.
  • Offline Offline
Re: [TUT] Setting up hammer for GoldenEye: Source BETA 3
« Reply #20 on: February 26, 2009, 04:25:35 pm »

OK, I'll upload it onto the net and update this post with the link in a few moments.

http://www.mediafire.com/?sharekey=4875e3eae7f7643e4012e8015643d9c8f87c7c2165c53112

Sorry about not adding the link straight away, I was in the middle of writing a formally indignant letter to a reviewer of one of my FaFiction stories. It involved a drunk getting brutally murdered by a totalitarian cop and was meant to make a point, but I reckon the guy was drunk when he read it and decided to near-flame me about it.

Anyway, that's off-topic. Hope the .vmf provides some insight into the problem. You could probably re-create it by having a map without an info_player_deathmatch though.
« Last Edit: February 26, 2009, 04:38:18 pm by herbius »
Logged

kraid

  • Game Artist
  • 007
  • *****
  • Posts: 1,984
  • Reputation Power: 191
  • kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!kraid is awe-inspiring!
  • Offline Offline
    • my Homepage
Re: [TUT] Setting up hammer for GoldenEye: Source BETA 3
« Reply #21 on: February 26, 2009, 06:29:42 pm »

Oh, i don't know where to start with the things you need to change.
At first you have to seal the map before even think about compiling.
Finish up your basic layout first before you go on with other things like textures lightning or placement of props & other entities.
Best idea would be to draw down the layout and have some references so you can get a rought idea of what you are going to map.
Right now it looks like you just fired up the SDK and began to map without an idea of what you would like to do.
Logged

herbius

  • Agent
  • *
  • Posts: 10
  • Reputation Power: 0
  • herbius has no influence.
  • Offline Offline
Re: [TUT] Setting up hammer for GoldenEye: Source BETA 3
« Reply #22 on: February 26, 2009, 07:02:27 pm »

Sorry, I was compiling with cordons at that time. :)

Maybe that wasn't my best example map... I've  making 'em for ages and since that was pretty much a test one I didn't bother with all the dev geometry. I just wanted some feedback as to how the map looked in GE; I've started completely afresh now and have loads of references I've drawn up for a completely different idea.

http://www.garrysmod.org/downloads/?a=view&id=61193 shows some screenshots of one of mybest maps; unfortunately the cubemaps didn't work for the fix of this (which I really should have checked beforehand ;) ) and I haven't yet been bothered to re-upload. :)
Logged

Mark [lodle]

  • Retired Lead Developer
  • 007
  • *
  • Posts: 1,411
  • Reputation Power: 1
  • Mark [lodle] has no influence.
  • Offline Offline
Re: [TUT] Setting up hammer for GoldenEye: Source BETA 3
« Reply #23 on: February 26, 2009, 11:54:10 pm »

Thanks ill check it out when i un capped.
Logged

teekay2010

  • Agent
  • *
  • Posts: 21
  • Reputation Power: 0
  • teekay2010 has no influence.
  • Offline Offline
Re: [TUT] Setting up hammer for GoldenEye: Source BETA 3
« Reply #24 on: July 10, 2010, 01:50:26 pm »

I'm having some major problems getting Goldeneye: Source (BETA 4) setup for Hammer.

By default, the Source SDK for me is setup with Source Engine 2009, and three games Portal, HL2, and Goldeneye. Obviously this is wrong since TC's can't be done in 2009 (right?). If I revert back to Source Engine 2007 like the Wiki and logic suggests, I have no game configurations to pick from, nor does it let me Edit Game Configs since there aren't any. I've tried Resetting with no luck.

So I've got it all setup for use with the 2009 Engine, but now none of my 2d viewports show anything, and all of the models in the 3D viewport are black. Freeman looks good black ;).

Even being unable to see anything in 2D, I was able to create a brush and add some multiplayer spawn points. Turns out, it runs fine in the game (with the exception of the HOM effect due to lack of walls or ceiling).

So is there some way I can add GE: Source to my configuration without being in the SDK? I just don't know where to look or what to edit.

I should note that Hammer works perfectly when setup with HL2, and GE:S runs perfectly stand-alone.

Thanks in advance
Logged

Mangley

  • No Longer Leads The Art
  • Retired Lead Developer
  • 007
  • *
  • Posts: 1,848
  • Reputation Power: 270
  • Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!
  • Offline Offline
Re: [TUT] Setting up hammer for GoldenEye: Source BETA 3
« Reply #25 on: July 10, 2010, 02:11:35 pm »

If you have Half-Life 2: Episode 2, you can install that and it will add a configuration to your Source Engine 2007 configurations. Before the recent updates to Source games, Portal and TF2 could be used aswell, but Valve has ported those to Source Engine 2009 for Mac OS support and are likely to do the same for Episode 2 in the near future.

Thanks for flagging this up though, I wasn't aware this was still an issue with the SDK.
Logged
Concept Artist, Environment Artist, Effects Artist, Sound Designer

Kinky

  • Level Designer / Environment Artist
  • Retired Developer
  • 00 Agent
  • ***
  • Posts: 751
  • Reputation Power: 7
  • Kinky has no influence.
  • Offline Offline
Re: [TUT] Setting up hammer for GoldenEye: Source BETA 3
« Reply #26 on: July 10, 2010, 02:14:27 pm »

Yep. Got it with our mod as well. For reference the old workaround still works.

Open SDK
Open gameinfo.txt
Change AppID to 440
Open Hammer
Do Things
Compile Map without loading game
Change AppID back to 218
Load game

Long winded i know but it works.
Logged

Currently in Progress - ge_jungle

Mangley

  • No Longer Leads The Art
  • Retired Lead Developer
  • 007
  • *
  • Posts: 1,848
  • Reputation Power: 270
  • Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!Mangley is awe-inspiring!
  • Offline Offline
Re: [TUT] Setting up hammer for GoldenEye: Source BETA 3
« Reply #27 on: July 10, 2010, 02:31:06 pm »

Here is a Source Engine 2007 configuration for GE:S if you don't have any Source 2007 games.

Place it in Steam\steamapps\USERNAME\sourcesdk\bin\source2007\bin

You will need to edit it with notepad and replace all the instances where it says 'USERNAME' with your Steam account name.
Logged
Concept Artist, Environment Artist, Effects Artist, Sound Designer

teekay2010

  • Agent
  • *
  • Posts: 21
  • Reputation Power: 0
  • teekay2010 has no influence.
  • Offline Offline
Re: [TUT] Setting up hammer for GoldenEye: Source BETA 3
« Reply #28 on: July 10, 2010, 07:06:43 pm »

Perfect! Got it working using Mangley's txt file. :)

I should note that anyone on a 64 bit platform will also need to change
Program Files to Program Files (x86) like I did.

Thanks!
Logged

FReXx

  • Tareyu Eyre
  • 00 Agent
  • ***
  • Posts: 223
  • Reputation Power: 41
  • FReXx is a force to reckon with.FReXx is a force to reckon with.FReXx is a force to reckon with.FReXx is a force to reckon with.FReXx is a force to reckon with.FReXx is a force to reckon with.FReXx is a force to reckon with.FReXx is a force to reckon with.
  • Offline Offline
    • Youtube Channel
Re: [TUT] Setting up hammer for GoldenEye: Source BETA 3
« Reply #29 on: July 20, 2010, 10:56:08 am »

ty 4 his help :)
Logged
Released maps:
Download - Ge_Bunker_Nw - Updated for Ges 5.0
Pages: 1 [2] 3   Go Up