How to set up hammer for HL2?

MrMan

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I had it set up ok for CS though i didn't use it much, i've just loaded up the new SDK for HL2 that came out yesterday, opened a sample map (sdk_water) went to compile, and the following came out:


** Executing...
** Command: Change Directory
** Parameters: "C:\Program Files\Valve\Steam"


** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Valve\Steam\SteamApps\phaynes888\sourcesdk\sdkcontent\maps\sdk_water.vmf" "c:\program files\valve\steam\steamapps\phaynes888\sourcesdk\cstrike_sample_content\maps\sdk_water.vmf"


** Executing...
** Command: "c:\program files\valve\steam\steamapps\phaynes888\sourcesdk\bin\vbsp.exe"
** Parameters: -game "C:\Program Files\Valve\Steam\SteamApps\phaynes888\sourcesdk\sdkcontent" "c:\program files\valve\steam\steamapps\phaynes888\sourcesdk\cstrike_sample_content\maps\sdk_water"

Valve Software - vbsp.exe (Nov 22 2004)
1 threads
materialPath: C:\Program Files\Valve\Steam\SteamApps\phaynes888\sourcesdk\sdkcontent\materials
Loading c:\program files\valve\steam\steamapps\phaynes888\sourcesdk\cstrike_sample_content\maps\sdk_water.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
Processing areas...done (0)
Building Faces...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing c:\program files\valve\steam\steamapps\phaynes888\sourcesdk\cstrike_sample_content\maps\sdk_water.prt...done (0)
Creating default cubemaps for env_cubemap using skybox sky_day01_01...
Run buildcubemaps in the engine to get the correct cube maps.
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (0) (4950 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Writing c:\program files\valve\steam\steamapps\phaynes888\sourcesdk\cstrike_sample_content\maps\sdk_water.bsp
1 second elapsed
Memory leak: mempool blocks left in memory: 49

** Executing...
** Command: c:\program files\valve\steam\steam.exe
** Parameters: -applaunch 240 -game "C:\Program Files\Valve\Steam\SteamApps\phaynes888\sourcesdk\sdkcontent" +map "sdk_water"

---------

Then nothing happens, the game doesn't run. What is the MEMORY LEAK all about? I found that a BSP file was made but i'm not sure where to put it to get it to run in HL2, and im not sure how to set up hammer to run the map from the editor without all that faffing around moving bsp files etc.

Any help would be appreciated, thanks.
 
* Parameters: -applaunch 240 -game "C:\Program Files\Valve\Steam\SteamApps\ph aynes888\sourcesdk\sdkcontent" +map "sdk_water"
I don't know how to change it but it looks like its trying to launch CS:S cause hl2 is 220 cs:s is 240.

EDIT: Here is how I got mine setup.
Game Configurations
Game Date Files: (Has just this one)
C:\Games\Valve\Steam\SteamApps\[email protected]\sourcesdk\bin\halflife2.fgd

Game Executable Directory:
C:\Games\Valve\Steam\SteamApps\[email protected]\sourcesdk

Game Directory:
D:\Games\Valve\Steam\SteamApps\[email protected]\sourcesdk\sdkcontent

Hammer Map Directory:
D:\Games\Valve\Steam\SteamApps\[email protected]\sourcesdk\sdkcontent\maps
 
When i compile I get this:

** Executing...
** Command: Change Directory
** Parameters: "d:\program files\valve\steam\steamapps\my@email\sourcesdk"


** Executing...
** Command: Copy File
** Parameters: "D:\Program Files\Valve\Steam\SteamApps\my@email\sourcesdk\sdkcontent\maps\sdk_phys_spring.vmf" "d:\program files\valve\steam\steamapps\my@email\sourcesdk\sdkcon\sdk_phys_spring.vmf"

The command failed. Windows reported the error:
"The system cannot find the path specified."
 
ive run into that problem with copying the file after the fact. i assume you use the Expert compile mode in Hammer?
The trick is for each command to have the same settign for "use long filemanes". So you need to either have all the "use lonf filenames" checkboxes checked or unchecked for each step in the compile process.
 
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