• Im think I might try mapping
    9 replies, posted
Is it extremely hard? I don't know much about it, but im good with computers and I think I can do it. Could you guys let me know what programs (if there are any) That I need? Also, Any tips would be greatly appreciated!
Just source sdk. :smile: Also my advice is to start with a very small map, you can use it as a test bed for thing's you've learned.
If you watch tutorials, start with something small and take a weekend to learn how to use hammer it's not that hard. Start with a small map for something easy to map for like Counter Strike, half life 2 deathmatch or just plain old hl2. [url=http://www.tophattwaffle.com/tutorials/]TopHattWaffle[/url] has some very easy to follow tutorials. Also as a heads up launch hammer from the games bin folder (steam/steamapps/common/gamename/bin) Valves games no longer use the old Source SDK launcher.
[QUOTE=Fuzed;41578150]Is it extremely hard? I don't know much about it, but im good with computers and I think I can do it. Could you guys let me know what programs (if there are any) That I need? Also, Any tips would be greatly appreciated![/QUOTE] Mapping for the Source Engine is, while it's not the hardest engine to use, it is by far the most tedious. To map, you need to use Source SDK, a free tool that should be under the "tools" section of your steam. You need to have a source game engine, but since TF2 is free, you should be able to use it straight away. [url]http://https://developer.valvesoftware.com/wiki/Main_Page[/url] Is going to be your best friend. Since source is brush-based, it's best to just play around with the create brush tool, and just learn on the go. There's a lot of things that most mappers don't learn straight around. [URL="http://www.interlopers.net/errors"]http://www.interlopers.net/errors[/URL] Is also extremely useful, as if will help you with finding out any errors you have in your map, and their tutorials are also pretty awesome too.
[QUOTE=Rowtree;41578394]Mapping for the Source Engine is, while it's not the hardest engine to use, it is by far the most tedious. [/QUOTE] How is it tedious in your thoughts?
[QUOTE=Callinstead;41578306]Just source sdk. :smile:[/QUOTE] You do know the SDK is now deprecated?
Hammer, the mapping and primary map compile wrapper program for the source engine (There are 3rd party wrappers such as [URL="https://developer.valvesoftware.com/wiki/Batch_Compile_Tool"]VBCT[/URL]), can currently be accessed through the steamapps\common\Half-Life 2\bin directory. Opening it's .exe will bring up a list of configurations to choose from, and then the program itself will open upon choosing and pressing OK. A pointer right from the start, when you decide to try making your very first brush and use the block tool, you can press enter or right click on the block's white dotted representation in a 2d panel to create the block. Another good and relatively useful pointer is that if you hover your mouse over the 3D perspective viewport, pressing Z acts as a [I]toggle[/I] to use your mouse to look around, while using W A S and D will control your Forward/Left/Backward/Right directional translation, respectively. When toggled on, you can select things in the editor using the center crosshair (seems to need to be still to select as effectively as with the mouse.) Good luck. [editline]26th July 2013[/editline] Typically what your directory will look like in full: [IMG]http://i.imgur.com/rAmkZb3.png[/IMG]
I'd recommend mapping for one of Valve's later games such as Portal 2, Left 4 Dead, CS:GO, etc. that come with their own Authoring Tools because at the moment setting up a mod for a pre-Steampipe game such as Portal, Half-Life 2, or others is pretty difficult and the tools are unstable.
[QUOTE=cubis;41609060]I'd recommend mapping for one of Valve's later games such as Portal 2, Left 4 Dead, CS:GO, etc. that come with their own Authoring Tools because at the moment setting up a mod for a pre-Steampipe game such as Portal, Half-Life 2, or others is pretty difficult and the tools are unstable.[/QUOTE] Actually, it's really pretty easy, it just wastes space and it's really tedious. Throw all of your content in HL2's folder and use a custom .fgd. Compile for HL2 and move to your mod folder afterwards.
[QUOTE=VaSTinY;41578625]How is it tedious in your thoughts?[/QUOTE] it's very tedious to get models imported if you are starting out, sounds usually need to be a specific codec, hammer is a very buggy program too i could go on for awhile, but to sum it up sources age is really starting to show. [editline]27th July 2013[/editline] [QUOTE=gk99;41609540]Actually, it's really pretty easy, it just wastes space and it's really tedious. Throw all of your content in HL2's folder and use a custom .fgd. Compile for HL2 and move to your mod folder afterwards.[/QUOTE] you can also just save the vmf in your mod's maps folder and it should put a copy of the bsp in there after compiling
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