• Source Multi-Tool
    109 replies, posted
[QUOTE=Nexus651;44085939]Yes, I do have multiple install locations and I have the latest .NET version, just checked. [b]Just read this in the OP [i]"*If you are one of them cool cats that uses multiple partition/drives MultiTool for the time being will only find your games that are located in same partition/drive as steam."[/i]. Even if I have the games installed on another drive than Steam, shouldn't it at least start? [/b][/QUOTE] So at the moment the way the program works is it checks your registry for a registry key Valve provides that points to your steam folder. For whatever reason they do not provide registry keys for games that are installed in other locations. Since the program checks immediately upon launch for this registry key before doing anything else it will crash if it can't find it (bad coding on my part). So bad news is MultiTool will not work for you right now, good news is I'm rewriting about 60-70% of the backend so as to support people who use multiple install locations. It's taking a bit longer then I initially anticipated but I'm making sure I don't take any shortcuts this time such as only depending on Valve providing the registry key. Also to whoever gave me the title thank you! :)
[QUOTE=sirdownloadsalot;43494702]When I build maps with the "Custom Config" set up, all custom textures come out really bright and they don't seem to receive light, but all regular textures are fine. I've tried changing the vrad/vvis stuff to the same ones Ep2 uses but it didn't solve it. Any fixes? [editline]11th January 2014[/editline] [t]http://i.imgur.com/5q4rGKK.jpg[/t] Thats the problem. Taking the map into the Ep2 hammer and rendering it there doesn't produce the same problem, but it's really time consuming to do that, and I'd like to be able to edit all the L4D2 objects in the same go.[/QUOTE] Does anybody have any answer for this problem? I really need to get this map rendered properly.
|all_source_engine_paths| is really confusing. How are you able to use it to mount additional games without including any "AdditionalContentId" values? here's an example [code]"GameInfo" { game "customConfig" title "HAMMER4LIFE" title2 "HammerLegion" type multiplayer_only nomodels 0 nohimodel 1 nocrosshair 1 FileSystem { SteamAppId 243750 SearchPaths { game+mod customConfig/custom/* gamebin |gameinfo_path|bin game "|all_source_engine_paths|hl2/hl2_english.vpk" game "|all_source_engine_paths|hl2/hl2_pak.vpk" game "|all_source_engine_paths|hl2/hl2_textures.vpk" game "|all_source_engine_paths|hl2/hl2_sound_vo_english.vpk" game "|all_source_engine_paths|hl2/hl2_sound_misc.vpk" game "|all_source_engine_paths|hl2/hl2_misc.vpk" game "|all_source_engine_paths|../Counter-Strike Source/cstrike/cstrike_pak.vpk" game "|all_source_engine_paths|../Day of Defeat Source/dod/dod_pak.vpk" game "|all_source_engine_paths|../Half-Life 2/episodic/ep1_pak.vpk" game "|all_source_engine_paths|episodic/ep1_english.vpk" game "|all_source_engine_paths|../Half-Life 2/ep2/ep2_pak.vpk" game "|all_source_engine_paths|ep2/ep2_english.vpk" game "|all_source_engine_paths|../Half-Life 2/lostcoast/lostcoast_pak.vpk" game "|all_source_engine_paths|../Portal/portal/portal_pak.vpk" platform |all_source_engine_paths|platform/platform_misc.vpk mod+mod_write+default_write_path "|gameinfo_path|." game+game_write hl2mp platform |all_source_engine_paths|platform } } } [/code] [editline]1st March 2014[/editline] [QUOTE=Valve Developer Community] |all_source_engine_paths| Root folders of both the SteamAppID game and any AdditionalContentId games you have mounted [/QUOTE]
[QUOTE=Barbarian887;44096800]|all_source_engine_paths| is really confusing. How are you able to use it to mount additional games without including any "AdditionalContentId" values? [/QUOTE] |all_source_engine_paths| is a magic value Valve created that to my understanding points to [i]both[/i] Source SDK 2013 Singleplayer and multiplayer from there I use the ".." to go up one layer which in this case takes us back to the commons folder. From there we can access whatever content we need by navigating to where the vpk is stored. NOTE: After some testing I found that HL2 needs to come first otherwise you can end up with some strange UI changes to hammer. It was actually the main bug behind E.Y.E. not working.
Is it possible to add support for SFM? I know, nobody isn't using WinXP now, but...
[QUOTE=Gazyi;44147613]Is it possible to add support for SFM? I know, nobody isn't using WinXP now, but...[/QUOTE] It is something I plan to add, the first few methods I tried for launching it however only launched SFM's hammer and not the SFM menu that you get from launching through steam.
So does this come pre-loaded with the Garry's Mod configuration and I assume its compatible with any current maps I've made?
It is compatible with any map, it does come with a GMod Config (don't use the option Garry's Mod, use the option Custom Config then set it up for GMod)
If you made a model compiler from obj I would pay for this tool without hesitation. From what I see so far you already deserve payment.
Guess I should post updates on this every so often. So after some thinking on what work would be needed to update MultiTool to support multiple drives I realized that the backend code is a mess (probably because I took shortcuts and rushed it in places just to make it work). With that said it's probably going to take some time as I plan to rewrite the entire program but in C++ this time around with a focus on making sure it's modular so that expanding on it is a lot easier then it used to be.
[QUOTE=wazanator;44299882]Guess I should post updates on this every so often. So after some thinking on what work would be needed to update MultiTool to support multiple drives I realized that the backend code is a mess (probably because I took shortcuts and rushed it in places just to make it work). With that said it's probably going to take some time as I plan to rewrite the entire program but in C++ this time around with a focus on making sure it's modular so that expanding on it is a lot easier then it used to be.[/QUOTE] Sounds like a great idea. If you're interested in all aspects of source development then you could include a built in model decompiler / compiler as I know it can be hard to get a hold of one that works. In addition, if it came preloaded with fully working configurations as I previously said then I would be incredibly grateful as that's one thing I've never been able to do with hammer (and to be honest I haven't really seen the difference but having it on the gmod configuration would be better I assume).
[QUOTE=GTbrawlers;44300642]Sounds like a great idea. If you're interested in all aspects of source development then you could include a built in model decompiler / compiler as I know it can be hard to get a hold of one that works. In addition, if it came preloaded with fully working configurations as I previously said then I would be incredibly grateful as that's one thing I've never been able to do with hammer (and to be honest I haven't really seen the difference but having it on the gmod configuration would be better I assume).[/QUOTE] It's definitely one of the things that is the focus with the rework. If all goes according to plans when it's done there should be a wizard that you launch to make new configs and after that they are saved so you don't have to overwrite them. Oh and new proper + model compiling/decompilng is another long term goal. I say long term because I have never looked at model formats before so I don't know how hard converting one between the others will be but briefly looking at .smd it seems similar to .vtf so hopefully my idea should work.
So I have steam [installed] on my storage drive with my games and content. I try to launch the tool and it instant closes with a crash error [IMG]http://i.imgur.com/PWoGESn.png[/IMG] [IMG]http://i.imgur.com/WgC1345.png[/IMG]
[QUOTE=LtShinySides;44427037]So I have steam [installed] on my storage drive with my games and content. I try to launch the tool and it instant closes with a crash error [IMG]http://i.imgur.com/PWoGESn.png[/IMG] [IMG]http://i.imgur.com/WgC1345.png[/IMG][/QUOTE] So when I originally made the tool I kind of assumed it would be able to find Valves registry entries for steam no problem, so it does that when you first start it up. The crash you are experiencing is probably related to that and if I had to guess it's because for some reason it can't find the registry entry. The brand spanking new version I'm working on should not have this issue thankfully since I'm redoing my logic behind auto mounting games for users so that it has to go through a wizard of sorts the first time you run it and to also check to see if a user has the registry key instead of blindly assuming it exists.
Do you think you could add support for higher file sizes with the VPK creator? I have a 1.4 GB L4D2 Campaign that I would like to compress into one VPK instead of 2 right now as it's much easier to distribute.
[QUOTE=wazanator;44432763]So when I originally made the tool I kind of assumed it would be able to find Valves registry entries for steam no problem, so it does that when you first start it up. The crash you are experiencing is probably related to that and if I had to guess it's because for some reason it can't find the registry entry. The brand spanking new version I'm working on should not have this issue thankfully since I'm redoing my logic behind auto mounting games for users so that it has to go through a wizard of sorts the first time you run it and to also check to see if a user has the registry key instead of blindly assuming it exists.[/QUOTE] This tool will become the shining light for people like me who still want to map on the source engine without hacky-go arounds with the system. Valve obviously doesnt care about the content creators save the modelers who make their tf2 content. You are keeping my hobby alive. Thank you.
Planning on making it possible to have multiple customConfigs? EDIT: Why dosen't compiling straight into the game work, anyways? And will it be possible in the future?
I was able to use the Multi tool while having my game data installed on external drive and steam on my internal by creating a Directory Junction ([url]http://www.howtogeek.com/howto/windows-vista/using-symlinks-in-windows-vista/[/url]) Command I used: Steam: C:\Program Files (x86)\Steam\ (Make sure "common" folder doesn't exist inside your SteamApps folder) Real Steam common folder: E:\Steam\SteamApps\common Command (Run command prompt as administrator): [code] mklink /D /J "C:\Program Files (x86)\Steam\SteamApps\common" "E:\Steam\SteamApps\common" [/code] Output: [code] Junction created for C:\Program Files (x86)\Steam\SteamApps\common <<===>> E:\Steam\SteamApps\common [/code] Also do you think it would be possible to add L4D2 support?
L4D2 support is in it.
Planning on adding support for Half-Life: Source? [URL="https://developer.valvesoftware.com/wiki/Half-Life_Source.fgd"]Valve Wiki has an FGD for it[/URL] and I -think- you could just use some sort of offshoot of customConfig? With changed Hammer settings?
[QUOTE=Jackathan;45133674]Planning on adding support for Half-Life: Source? [URL="https://developer.valvesoftware.com/wiki/Half-Life_Source.fgd"]Valve Wiki has an FGD for it[/URL] and I -think- you could just use some sort of offshoot of customConfig? With changed Hammer settings?[/QUOTE] I think they updated HL:S to be on the 2013 branch. Even if they didn't compiled maps on 2013 run fine on 2007/2006 in my experience. So yes all you should need to do is drop the fgd in the fgd folder and it will pick it up. Also update on the status of the new version: I recently got a job that has me working 9-10 hours a day average so I haven't been able to find as much time as I would like for coding SMT but I am hoping to have version 1.0 (which should have all the features of the current SMT plus a little more) by the end of the summer.
[QUOTE=wazanator;45139714]I think they updated HL:S to be on the 2013 branch. Even if they didn't compiled maps on 2013 run fine on 2007/2006 in my experience. So yes all you should need to do is drop the fgd in the fgd folder and it will pick it up. Also update on the status of the new version: I recently got a job that has me working 9-10 hours a day average so I haven't been able to find as much time as I would like for coding SMT but I am hoping to have version 1.0 (which should have all the features of the current SMT plus a little more) by the end of the summer.[/QUOTE] For Half-Life: Source mapping, I would like to not have HL2 content mounted, but that isn't an option in customConfig. I've been working on a way to get a working Hammer for HL:S, and still be able to launch into the game. No luck so far.
[QUOTE=Jackathan;45294558]For Half-Life: Source mapping, I would like to not have HL2 content mounted, but that isn't an option in customConfig. I've been working on a way to get a working Hammer for HL:S, and still be able to launch into the game. No luck so far.[/QUOTE] So the reason HL2 content always mounts is due to the need of certain materials from that game for hammer. However check HL:S bin folder and see if it has it's own hammer.
Won't start for me. I see WindowsApplicationWindow1 in task manager for like 2 seconds and then - poof. Gone. Windows 7 Home Premium 64-bit Latest .NET version (I even repaired it with the installer...) [B][I][U]EDIT: Figured it out thanks to another poster. The mklink command worked perfectly! Thanks.[/U][/I][/B]
Got a problem, SMT is trying to find the stuff it needs in the F: drive, instead of the G: drive, which steam is installed into. Any way to manually point it at the correct directory?
[QUOTE=kittykaty;45536625]Got a problem, SMT is trying to find the stuff it needs in the F: drive, instead of the G: drive, which steam is installed into. Any way to manually point it at the correct directory?[/QUOTE] Under the "debug" tab, you can manually enter the Steam directory.
Doesn't appear to have done anything. Still attempts to open from the F: drive. Appears HL2 and EP1 want to open from the C: drive.
[QUOTE=Jackathan;45536651]Under the "debug" tab, you can manually enter the Steam directory.[/QUOTE] The debug only grabs what your steam directory is according to your registry key. The current version of SMT doesn't support multiple drives unfortunately the one Im working on that I hope to release by the end of next month should.
Does this allow me to map for custom source 2007 mods and allow me to use that content?
[QUOTE=Shirky;45539904]Does this allow me to map for custom source 2007 mods and allow me to use that content?[/QUOTE] Yes, you would use custom config which will let you set that up. The hammer it launches is SDK 2013 Multiplayer, maps made on 2013 are backwards compatible. If you are part of a mod team I strongly recommend porting to SDK 2013 as Valve has dropped support for 2007 and won't give you the time of day to release on steam till you port.
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