Setting up hammer to use materials from every Gmod compatible game at once.
30 replies, posted
I am mapping for G-mod, and I find it frusturating that hammer only lets me access the materials associated with the game that is selected when i launched it. Ideally, I would be able to use (and see) counterstrike, half life 2, ep1, ep2, and possibly portal and tf2 textures in the material browser window. Does anyone know how to set that up, besides dragging the entire material directory from counterstrike.gcf to ep2/ep2/materials? I've read tutorials on how to set up hammer for gmod, but the materials are unchanged after making another config. If you know how to do this, I would appreciate your help. I know several gmod maps that use a mix of CSS and half life materials, and I would like to know how to set hammer up to do that. Thanks again!
If you map with CSS the HL2 entities are there by default. And a CSS map works with Gmod easily.
Use Ep2 if possible, it uses the Orange Box Engine.
I want to be able to mix the materials from all source games inside the episode 2 editor. I want more material choices!
Just use CSS it's the easiest and Copyright safest option. You could try adding the CSS content in the CSS editor and move over to the EP.2 Editor and add the content from there.
[QUOTE='[CWG]RustySpannerz;18323956']Just use CSS it's the easiest and Copyright safest option.[/QUOTE]
What?
[QUOTE='[CWG]RustySpannerz;18323956']Just use CSS it's the easiest and Copyright safest option. You could try adding the CSS content in the CSS editor and move over to the EP.2 Editor and add the content from there.[/QUOTE]
That doesn't answer the question.
Basically, to have all the textures, don't you have to add them to your Game data files?
I believe you can merge the .gcfs with GCFscape.
[QUOTE=laserpanda;18324724]I believe you can merge the .gcfs with GCFscape.[/QUOTE]
You would have to extract all the game's materials and models folders out into one config's folder.
[QUOTE=laserpanda;18324724]I believe you can merge the .gcfs with GCFscape.[/QUOTE]
think about how fucking corrupted that would be!?
also, how would you implement that into SOURCE SDK
replace the base source content gcf?
this is like trying to get a free car, IT NEVER HAPPENS.
[QUOTE=wardino388;18324887]think about how fucking corrupted that would be!?
also, how would you implement that into SOURCE SDK
replace the base source content gcf?
this is like trying to get a free car, IT NEVER HAPPENS.[/QUOTE]
that was a bad car analogy, you don't even deserve a :iiaca:.
And moving just the materials and models works fine, a lot of people do it to get CS:S content under the hl2 or ep2 configs.
[QUOTE=robmaister12;18324754]You would have to extract all the game's materials and models folders out into one config's folder.[/QUOTE]
Yeah, that's what I was afraid I'd have to do. I guess I'll just extract them to the garry's mod folder and use that config instead of modifying the directories of episode 2 or counterstrike. Thanks a lot, it'll really help me find better materials to use in my maps (no counter materials in ep2? really? :P).
1. Download GCF Scape from here: [url]http://nemesis.thewavelength.net/index.php?c=76[/url]
2. Navigate to program files>steamapps
3. Open up the GCF's of the games you want content from.
4. Extract the "Materials", "Models" and "Sounds" folders from there to somewhere on your desktop.
5. Copy and Paste "Materials","Models" and "Sounds" into your "steamapps>[username]>half life 2 episode 2>ep2>" folder.
[QUOTE=selby3962;18332580]1. Download GCF Scape from here: [url]http://nemesis.thewavelength.net/index.php?c=76[/url]
2. Navigate to program files>steamapps
3. Open up the GCF's of the games you want content from.
4. Extract the "Materials", "Models" and "Sounds" folders from there to somewhere on your desktop.
5. Copy and Paste "Materials","Models" and "Sounds" into your "steamapps>[username]>half life 2 episode 2>ep2>" folder.[/QUOTE]
Thanks! I already had gcf scape, but the rest was helpful :D
[QUOTE=wardino388;18324887]think about how fucking corrupted that would be!?
also, how would you implement that into SOURCE SDK
replace the base source content gcf?
this is like trying to get a free car, IT NEVER HAPPENS.[/QUOTE]
You can win cars, in competitions.
[QUOTE='[CWG]RustySpannerz;18323956']Just use CSS it's the easiest and Copyright safest option.[/QUOTE]
Hahahah what the fuck are you talking about?
[QUOTE=selby3962;18332580]1. Download GCF Scape from here: [url]http://nemesis.thewavelength.net/index.php?c=76[/url]
2. Navigate to program files>steamapps
3. Open up the GCF's of the games you want content from.
4. Extract the "Materials", "Models" and "Sounds" folders from there to somewhere on your desktop.
5. Copy and Paste "Materials","Models" and "Sounds" into your "steamapps>[username]>half life 2 episode 2>ep2>" folder.[/QUOTE]
Why did it take someone so long to post this
That's depressing
So basically this is the way to import Garry's mod content for mapping right? For example, I can add in those tactical weapons packs and the combine Infantry NPC's into hammer and use them in my sinplge player maps as long as the editor is set up for Gmod right?
No. Its adding all games that you have, which can mount onto gmod, into hammer.
(Their content)
Such as:
[code]hl2
hl2:ep1
hl2:ep2
cs:s
hl2:lc
hl2:dm (I think)
dod:source
zeno clash[/code]
ect...
If you wanted to use materials (and models) from other games such as CS:S, HL2:DM etc, load up hammer, it doesn't matter what engine you use really (here I will use EP1).
1. Tools>Options
2. There will be a small button at the top with the buttons Add | Edit | Remove. Click on Add...
3. It'll bring up your sourcesdk/bin/ep1/bin and you'll see some .fgd files. Click on one of those .fgd's and the materials and models will be imported in!
So let's say I wanted HL2:EP1 models/materials on CS:S. I would select episodic.fgd from that Add button.
Catch my drift? I find this useful. :D
NOTE that OB fgd's cannot be used on EP1, but EP1 can be used in OB. Makes sense really. :P
[QUOTE=El_Jameo;18717036]If you wanted to use materials (and models) from other games such as CS:S, HL2:DM etc, load up hammer, it doesn't matter what engine you use really (here I will use EP1).
1. Tools>Options
2. There will be a small button at the top with the buttons Add | Edit | Remove. Click on Add...
3. It'll bring up your sourcesdk/bin/ep1/bin and you'll see some .fgd files. Click on one of those .fgd's and the materials and models will be imported in!
So let's say I wanted HL2:EP1 models/materials on CS:S. I would select episodic.fgd from that Add button.
Catch my drift? I find this useful. :D
NOTE that OB fgd's cannot be used on EP1, but EP1 can be used in OB. Makes sense really. :P[/QUOTE]
Wrong. That only loads in the entities from those games. Not their content.
Seems to work for me. :/
[QUOTE=wardino388;18324887][b]think about how fucking corrupted that would be!?[/b]
[/QUOTE]
This not a question. This is an instruction.
[url]http://wiki.garrysmod.com/?title=Configuring_Hammer[/url]
[quote]
Choosing a Configuration
By default, Hammer has no "Garry's Mod" configuration. It is possible to create one, but it may not actually be what you are looking for. The "Garry's Mod" configuration features no extra "Valve" content except for what "Half-Life 2" and "Garry's Mod" itself comes with, and any other content will be custom content. This means that if you do not need to use any custom content you have present in your "Garry's Mod" folder, you should use a configuration below instead, so that you gain access to a far larger amount of "Valve" content.
* If you have "The Orange Box", you should use the Half-Life 2: Episode Two configuration. You should use this because it contains the newest "Source" technology and has a huge amount of "Valve" content. It is recommended to use this over any other configuration.
* If you do not have "The Orange Box", you should use the "Counter-Strike: Source" configuration. You should use this because "Counter-Strike: Source" is owned by a large amount of "Garry's Mod" players and using any of it's content will not be a problem.
* If you do not have "Counter-Strike: Source", you should use the "Garry's Mod" configuration. You should use this because it is better than using the "Half-Life 2" configuration.
It is possible to copy any "Garry's Mod" content you may have into the "Half-Life 2: Episode Two" game folders so you can use it while using the "Half-Life 2: Episode Two" configuration. The same can be done for "Counter-Strike: Source", and any further content you may want to create a large all-in-one configuration.
If you still decide on using a "Garry's Mod" configuration, perhaps for the purpose of creating an all-in-one configuration, read below.
Creating the Configuration
The "Garry's Mod" configuration must be created on the "Orange Box" half of the "Source SDK". If you create it on the "Episode One" side of the "Source SDK", it will not work properly or at all.
Create new configuration in Hammer, call it "Garry's Mod" (Tools > Options > Edit > Add)
Game Data Files:
(orangebox/bin)
HalfLife2.fgd = Ep2 (HL2 aswell)
base.fgd
cstrike.fgd = CS:S
dod.fgd = DoD:S
hl2mp.fgd = HL2:DM (could be needed)
portal.fgd = Portal
tf.fgd = TF2 (garrysmod/garrysmod)
Garrysmod.fgd (OPTIONAL)
Default Point Entity class: info_player_start
Default SolidEntity class: func_detail
Cordon Texture: tools/toolsskybox
Game Executable Directory: $SteamUserDir\garrysmod
Game Directory: $SteamUserDir\garrysmod\garrysmod
Hammer VMF Directory: (Where you want to save and load VMF saves for Garrysmod) i use.. $SteamUserDir\garrysmod\garrysmod\maps\vmf
Now go to the last Tab, Build programs..
Game Executable: $SteamUserDir\garrysmod\hl2.exe
BSP $SteamUserDir\sourcesdk\bin\orangebox\bin\vbsp.exe
VIS $SteamUserDir\sourcesdk\bin\orangebox\bin\vvis.exe
RAD $SteamUserDir\sourcesdk\bin\orangebox\bin\vrad.exe
Place compiled maps... $SteamUserDir\garrysmod\garrysmod\maps
It will say that the changes will show when you open hammer another time but you need to restart Source SDK in order you use your new config.
[/quote]
That is not materials, its entities from those games.
I swear to god materials load from fgd's... They have for me.
They doesn't do it for me, and I just added the cstrike.fgd, and it didn't work, all I got were the entities.
Maybe you extracted the game content into your games materials and models folder and forgot about it?
[QUOTE=El_Jameo;18733804]I swear to god materials load from fgd's... They have for me.[/QUOTE]
They most definitely do not. Open up a .fgd with a text editor like notepad and take a look for yourself.
[QUOTE=Firegod522;18751465]They doesn't do it for me, and I just added the cstrike.fgd, and it didn't work, all I got were the entities.
Maybe you extracted the game content into your games materials and models folder and forgot about it?[/QUOTE]
No no, I didn't even know you could do that...
Strangness comes to mind...
So how would you get the entities and materials/models in one configuration?
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