The Ultimate Hammer configuration guide, mount all your stuff without copy pasting vpks, even mounts
35 replies, posted
Well after the recent update the Source SDK forums across the net have been flooded with "Valve broke sdk 2007 hammer for good now :( " so I set out to fix things.
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=187235526]And here is the guide that will make your life 100x easier.[/url]
What does this setup do exactly you may be asking. This setup, without having to copy paste or link folders, mounts CSS, DoD, HL2, Ep2, Ep1, HL2DM, Lost Coast, Portal, TF2, ZPS, NMRiH and any Source mods you have installed in the steamapps/sourcemods folder along with anything you put into the custom folder.
2013 compiled maps DO work in 2007 mods to my knowledge from experimenting between public 2007 ZPS and 2013 dev ZPS.
Drawbacks:
1. You have to manually drag and drop your bsp files into your game/mods maps folder (unless you edit it to do that for you)
2. You still have to pack the content into your map if you use content from a source that isn't in the game to begin with
3. You will need to launch the game manually to try the map as it will load a vanilla hl2 dm mod if you run from hammer. You can use this config to check visual things (as it will load all assets in game) but if an entity is specific to a game or mod it will not work.
4. You still need to manually add .fgd files.
5. By default doesn't mount: L4D2, CSGO, Portal 2, Alien Swarm or any game that has authoring tools as compiling in this setup will most likely not work for those games nor will it's contents work by default in the other games/mods.
6. If you don't want to see certain content you will need to hand edit the gameinfo.txt to comment them out (a newer version of my sdk launcher will hopefully do this for you)
7. Hammer will commit suicide if you try to search textures by keywords (filter still works though!)
[B]Custom folder[/B]
This is a magical folder that everyone should use for custom content.
The custom folder will mount anything you put into it while keeping everything nice and organized. Remember that time you used a lot of custom content then had a huge headache when you were trying to figure out where everything was and who to credit? Well now you don't have to worry with the custom folder.
For example let's say we use [url=http://www.garrysmod.org/downloads/?a=view&id=131694]this foilage set[/url] with the custom folder all we have to do is drag and drop the folder called foilageset inside the zip into the custom folder and it all mounted for us. Drop in a .txt file called credits and there you go now when you use those models you know who to credit.
It's a shame the garrys mod workshop doesn't download addons as .vpk if it did could mount those as well.
Thanks a lot Wazanator, Now I can keep my custom folders down to just one configuration. And that's OK for games on the newer branch. If they already have their own authoring tools adding them to the configuration would be a bit redundant anyway.
[QUOTE=Auto Taco;42584763]Thanks a lot Wazanator, Now I can keep my custom folders down to just one configuration. And that's OK for games on the newer branch. If they already have their own authoring tools adding them to the configuration would be a bit redundant anyway.[/QUOTE]
No problem, working on updating my custom SDK launcher tool so you can choose what it is you want to mount without hand editing the gameinfo.txt
After doing this, my model browser stopped to work completely. It just turns black.
[t]http://i.imgur.com/W8hkz1z.png[/t]
The same happens with the default configs, the only difference is that with default I can still read the text there.
[QUOTE=Torekk;42587929]After doing this, my model browser stopped to work completely. It just turns black.
[t]http://i.imgur.com/W8hkz1z.png[/t]
The same happens with the default configs, the only difference is that with default I can still read the text there.[/QUOTE]
Are you by chance mounting The Stanley Parable? I had to exclude that one as it was causing me the same problem.
[QUOTE=Torekk;42587929]After doing this, my model browser stopped to work completely. It just turns black.
[t]http://i.imgur.com/W8hkz1z.png[/t]
The same happens with the default configs, the only difference is that with default I can still read the text there.[/QUOTE]
had the issue of my model viewer being black with white text
doubl clicking the various .bat filees in the bin folder fixed
i dunno which, prolly hlmv.bat
steamapps\common\Source SDK Base 2013 Multiplayer\bin
Does this by any chance fix the issue with hammer not even loading?
[QUOTE=wazanator;42588103]Are you by chance mounting The Stanley Parable? I had to exclude that one as it was causing me the same problem.[/QUOTE]
I was, but I removed the fgd since it always gave me an error upon starting hammer, took the screen after that.
I'll try out what rocketsurgery said, hopefully it will fix it.
Edit: The .bat files just open and close instantly, when opening in a cmd prompt it gives me a "can not be processed syntactically at this point" message.
[QUOTE=GTbrawlers;42589094]Does this by any chance fix the issue with hammer not even loading?[/QUOTE]
Yes, it uses 2013 hammer which works fine.
The black model viewer is common to everyone.
Thank christ, yesterday I was going to get back in to mapping and was met with only surprise when the SDK launcher was broken :v:
[QUOTE=geogzm;42594664]Thank christ, yesterday I was going to get back in to mapping and was met with only surprise when the SDK launcher was broken :v:[/QUOTE]
D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\hammer.exe
I think this is more appropriate way to use hammer editor than doing this hack, but I have some issues that I had made another thread. But this should work since none else have problems running.
[QUOTE=edgarasf123;42594741]D:\Program Files (x86)\Steam\SteamApps\common\Counter-Strike Source\bin\hammer.exe
I think this is more appropriate way to use hammer editor than doing this hack, but I have some issues that I had made another thread. But this should work since none else have problems running.[/QUOTE]
Yes if you are mapping for CSS, DoD, TF2 or just HL2 I recommend using the hammer found in steam/steamapps/common/gamename/bin
This is more for those who are developing for a 2007 Source mod, garrys mod or just want to see all content available to them.
Well this guide does fix the bug and does allow you to use hammer again although I am having problems with the "custom" folder and its a big let down that you can't run the map.
[QUOTE=GTbrawlers;42607701]Well this guide does fix the bug and does allow you to use hammer again although I am having problems with the "custom" folder and its a big let down that you can't run the map.[/QUOTE]
What issues are you having with custom folder?
As for the running the map, you can set the .exe and the location compiled bsp's are stored [I]but[/I] it will not auto mount the content for you if it's not already mounted in that game or mod.
I suggest playing around with different things in the gameinfo.txt till you get it the way you want, like I said I have a update to my custom sdk launcher in the works that will allow you to hopefully customize your config easily whenever you want but there's a few bugs I still need to squash and I really want it to save multiple profiles before I release the new version.
I''ve got to ask - is there a way to mount a sourcemod in account/sourcemods/xyz?
Why would they be there?
[QUOTE=code_gs;42668607]Why would they be there?[/QUOTE]
ah sorry meant steamapps\sourcemods\xyz
just trying to get a working HLMV mostly and if I could mount it correctly I just might be able to.
Yes, in the gameinfo.txt in the guide I left a comment explaining how to do it.
Instead of using: [code]game "|all_source_engine_paths|../../sourcemods/*" [/code]
to mount all the source mods you have installed you would want to use:
[code]game "|all_source_engine_paths|../../sourcemods/modname" [/code]
much thanks.
Is it not possible to set up a hammer profile for garry's mod using the hammer that is included in the gmod bin folder? I use gmod to run my maps in and It would be nice if I didn't have to move any files across games when compiling.
If I have to install source sdk base I might aswell keep using the ep2 hammer because I would end up moving files anyway.
[QUOTE=Hellsten;42694549]Is it not possible to set up a hammer profile for garry's mod using the hammer that is included in the gmod bin folder? I use gmod to run my maps in and It would be nice if I didn't have to move any files across games when compiling.
If I have to install source sdk base I might aswell keep using the ep2 hammer because I would end up moving files anyway.[/QUOTE]
I typed up the guide with the goal in mind of it being usable by anyone no matter what game they are mapping for (as long as the engine branch was 2013 or lower).
HOWEVER
If you want to set it up for a specific game like say Garrys mod you can easily do that by just changing the game executable directory and "place compiled maps in this directory before running game" to garrys mod.
As long as you have the content mounted in Garrys mod or the game/mod in question it will work fine.
So say you want to use DoD assets in your Garrys mod map. Using the provided setup and the changes above you would map as normal and assuming you have DoD mounted in Garrys mod it will load the assets up fine in game.
It only becomes problematic if you are using custom content as you would need to move the custom content out of your Ultimate Config custom folder and into Garrys mod or have a copy of it in there as well.
HOWEVER there is another work around for that.
Assuming we only want to map for Garrys mod we can safely say we do not need to worry about using this content in CSS, DoD, TF2, etc. So what we can do is modify the gameinfo.txt to mount all loose files found in Garrys mod by adding the line.
[code]game "|all_source_engine_paths|../GarrysMod/garrysmod/"[/code]
And there you have it, it is now mounting all files found in GarrysMod's materials, models, sound, etc folders.
Mhm, but is it not possible to utilize the Hammer that comes with the Garry's Mod installation?
Is there a way to unmount Black Mesa Source? I just don't want that content in when mapping for Gmod because I imagine most people wouldn't have it and it isn't a common requirement.
[QUOTE=Hellsten;42705969]Mhm, but is it not possible to utilize the Hammer that comes with the Garry's Mod installation?[/QUOTE]
Well you could but you would need to modify the gameconfig.txt in Steam\steamapps\common\GarrysMod\bin and manually write in your config for it since garry doesn't have a default one in there for it. Maps compiled in sdk 2013 work in Garrys mod so I don't see why you wouldnt want to use this setup, if it's the placement of compiled maps you can easily change the directory like I mentioned in the last post.
[QUOTE=Zombie Strider;42707774]Is there a way to unmount Black Mesa Source? I just don't want that content in when mapping for Gmod because I imagine most people wouldn't have it and it isn't a common requirement.[/QUOTE]
Yes.
Open up the gameinfo.txt and find the line:
[code]game "|all_source_engine_paths|../../sourcemods/*" [/code]
and just comment it out. If you still want to mount other source mods just manually add them with:
[code]game "|all_source_engine_paths|../../sourcemods/modname" [/code]
Thanks, bro. Now I can finally ditch my crappy batch files/steam shortcuts and such.
Many thanks. It seems to work now for the most part though. Mounting the custom stuff works fine but the materials I mount look like they are missing. The path is I believe correct (D:\Steam\SteamApps\common\Source SDK Base 2013 Multiplayer\hl2mp\custom\RealWorldTextures2\materials)
Any tips on how to fix this? I can open them with the vtf plugin for paint.NET fine.
Try moving them to common/source SDK base 2013 multiplayer/UltimateConfig/custom
Assuming you used the same folder name as me. The config doesn't mount the custom files from hl2mp by default but you can easily add that to the gameinfo.txt with:
[code]game "|all_source_engine_paths|../Source SDK Base 2013 Multiplayer/hl2mp/custom"[/code]
[QUOTE=wazanator;42708301]Maps compiled in sdk 2013 work in Garrys mod so I don't see why you wouldnt want to use this setup, if it's the placement of compiled maps you can easily change the directory like I mentioned in the last post.[/QUOTE]
Because if it's possible to use the Hammer from Garry's Mod, I'd rather do that instead of installing a second application just to run Hammer.
[QUOTE=wazanator;42733740]Try moving them to common/source SDK base 2013 multiplayer/UltimateConfig/custom
Assuming you used the same folder name as me. The config doesn't mount the custom files from hl2mp by default but you can easily add that to the gameinfo.txt with:
[code]game "|all_source_engine_paths|../Source SDK Base 2013 Multiplayer/hl2mp/custom"[/code][/QUOTE]
Sorry for late reply but I think that it didn't work at all. I'm not even sure if it's hammer's fault.
Here for example I've choose one of the materials that are in the custom folder. They seem to have mounted successfully but it shows them somehow wrong.
[IMG]http://puu.sh/5csfg.png[/IMG]
But when I open it in Paint.NET with the VTF plugin it shows it perfectly fine.
[t]http://puu.sh/5csn6.jpg[/t]
Any idea on how to possibly fix this?
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