Author Topic: Hammer Editor Configuration  (Read 189 times)

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Offline Monorail Cat

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Hammer Editor Configuration
« on: October 31, 2012, 12:33:21 PM »
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Ok, so, as many of you may know, Garry's Mod 13 has been released a few days ago.  However, now my hammer editor will not work.  On the graphs, there is no mesh, and it's zoomed out fully, it's all just messy (screenshot 1-2).    I took a look at the configuration settings.  The "configuration" drop-down box in the "game configuration" and "build program" tabs always default to "Half Life 2: Ep. 2" even though I keep changing it to my Garry's Mod config (Screenshot 3-5).  Also, notice the differences between shots 4-5.  I then noticed that there is no longer a "hl2.exe" in the garrysmod folder, which may be the source of the problem.  I'm using Source SDK with the engine version 2009.  There's a video at the end of the post to further explain this.  If anyone out there knows or can find a fix, please help!  Thanks!

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Hammer Editor graph problems Gmod config
« Last Edit: November 10, 2012, 11:34:14 AM by Monorail Cat »


Offline jimonions

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Re: Hammer Editor Configuration
« Reply #1 on: November 01, 2012, 05:44:07 AM »
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As far as I know its affecting alot of other people as well. No conclusion has been found as of yet but ill be sure to post once a solution has been found.

My hammer works fine on the source 2009 ep2 engine

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Offline Monorail Cat

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Re: Hammer Editor Configuration
« Reply #2 on: November 03, 2012, 07:35:13 AM »
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okee thanks.  At least I know i'm not the only one with problems.


Offline Tezuni

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Re: Hammer Editor Configuration
« Reply #3 on: November 04, 2012, 08:21:32 AM »
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I used to have that error.
I ended up using these settings:

Source SDK:


Hammer --> Tools --> Options --> Game Configurations Tab


Hammer --> Tools --> Options --> Build Programs Tab

Offline Monorail Cat

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Re: Hammer Editor Configuration
« Reply #4 on: November 09, 2012, 06:40:14 PM »
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---PLEASE IGNORE THIS ACCIDENTAL REPLY---
« Last Edit: November 10, 2012, 11:33:27 AM by Monorail Cat »


Offline Alkaline

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Re: Hammer Editor Configuration
« Reply #5 on: November 09, 2012, 07:44:16 PM »
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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.




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Offline Monorail Cat

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Re: Hammer Editor Configuration
« Reply #6 on: November 18, 2012, 07:22:22 AM »
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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.

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?



Offline jimonions

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Re: Hammer Editor Configuration
« Reply #7 on: November 18, 2012, 02:50:04 PM »
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no that shouldn't affect compiling at all.

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

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Offline Monorail Cat

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Re: Hammer Editor Configuration
« Reply #8 on: November 21, 2012, 05:31:49 PM »
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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!