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Hammer Editor Configuration

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Alkaline:
I think I've only seen that problem happen when I launch hammer in a config I don't normally use. You could always just make the map in Episode 2 then copy the bsp over. Both engines are almost identical unless you are trying to test gmod-specific entities.

Spoiler: Something that might help you out if you can't fix your current problem. (click to show/hide)I don't know how to fix your problem (and I've never set up Gmod for hammer) but for your case you can add an additional command in the compile options so hammer copies the already compiled map from your Episode 2 to your Garry's Mod. To do so, open your map with the default Episode 2 Hammer and go to the Advanced Compile Options window. It should look like this:



The following steps correspond to the image above:

- Create a new command that is below Copy File and above $game_exe

- Highlight the new command in the left pane, and enter a name like Copy File to GmodDir

- For the parameters of this new command you made, copy the parameters from the other Copy File command into the new command you created

- In the new command parameters that you just copied (DO NOT EDIT THE ORIGINAL COPY FILE COMMAND), replace $bspdir\$file.bsp with C:\Program Files (x86)\steam\steamapps\YOURUSERNAME\garrysmod\garrysmod\maps\$file.bsp    This file path may vary so make sure it is correct for your machine.

- When compiling your map from now on, make sure the new command is checked so it will make a fresh copy in the gmod maps folder (then you can launch gmod manually to test the map AND be sure to disconnect from the map when you want to compile it again or it will stop copying the file) (and I normally leave $game_exe unchecked because it launches all wonky)


Spoiler: And another useful thing to mention. (click to show/hide)Undock the three toolbars on the right side because they are wasting screenspace that could be used for the viewports. Just click on the top left of each little box and drag them so you can dock them all into a single column.

--- Quote from: Tezuni on November 04, 2012, 08:21:32 AM ---

--- End quote ---
I don't intend to test your habits but why did you set the Cordon Texture to black?

Monorail Cat:

--- Quote from: Alkaline on November 09, 2012, 07:44:16 PM ---I think I've only seen that problem happen when I launch hammer in a config I don't normally use. You could always just make the map in Episode 2 then copy the bsp over. Both engines are almost identical unless you are trying to test gmod-specific entities.
--- End quote ---

First, thanks for that docking tip.  The map I'm making, however, requires gmod-specific entities, so I won't be able to make the map in Episode 2.  I changed the map name, and compiled it to see if anything was wrong.  In-game, the map functions perfectly, the props and all dat stuff is there, even though it's not on the editor.  In the compile log, I saw this line:  <Could not locate 'GameData' key in c:\program files\steam\steamapps\v8drsqud\garrysmod\garrysmod\gameinfo.txt>.   Could this be the source of the problem?

jimonions:
no that shouldn't affect compiling at all.

Gmod specific entities can still be made in ep2 with or without an fgd.

Monorail Cat:
Problem fixed.  Thanks to all for your help, but I ended up just using WinDirStat and removing any trace of source sdk from my compootis.  It works!

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