• Is there a fix for the broken grid on Source 2K7 mods?
    11 replies, posted
I'm trying to map for my mod, but I have no grid. I can change the APPID of the mod to get the grid back, but when I compile I have to switch the APPID back so I can play the mod. Is there a fix yet? It's been happening since May, you'd think it would be fixed by now.
You have answered your own question methinks.
Unless your mod uses many custom textures, models and a .fgd, then you can just map with the ep2 config? Or just add your mods .fgd to the ep2 config.
[QUOTE=Zyx;26201281]Unless your mod uses many custom textures, models and a .fgd, then you can just map with the ep2 config? Or just add your mods .fgd to the ep2 config.[/QUOTE] Can I get it to place the map in my mod's folder and run the mod after that?
Again, unless your mod is a big change from ep2, then it's not worth it, but yes it is possible. Tools -> options -> Build Programs -> "Place compiled maps in this directory before running the game". Set it to not open the game after compile, and just have it minimized in the background while mapping. That's what I always do.
You don't have to do any of that. Just add your mod's configuration to the 2007 SDK. If memory serves, it's as simple as copying your gameconfig.txt from \bin\orangebox\bin\ to \bin\source2007\bin\. That should allow you to select the 2007 engine from the SDK launcher.
Hammer's still broke in 2k7. I don't get a grid.
What's the ToolsAppID set to?
[QUOTE=Lord Ned;26205567]What's the ToolsAppID set to?[/QUOTE] 211
I have this same problem as well, it's very annoying to always reboot steam (when changing stuff in gameinfo.txt) just to test a map.
Add a new game line to the ep2 gameinfo.txt that mounts your mod's content and then map for ep2
[QUOTE=HiddenMyst;26243150]Add a new game line to the ep2 gameinfo.txt that mounts your mod's content and then map for ep2[/QUOTE] This worked, thanks a lot.
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