N00b Question

Mapster

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Lol i know this is a n00b question and sorry if i am posting this topic in teh wrong trhead by anyway:

I am trying to get the source SDK map editor to work on the original half-life third-party games.

"I am trying to get this working work Natural Selection by the way"

I have gotten everything right, only when i am makign the maps, the wads (textrues) don't turn up in the editor.

Here is a picture of what i have done:


I realise that i am using the info from Half-Life 2 because the origanal half-life mods don't havethe dll's and game-info.txt files required for the editor.

And the .FGD doesn't turn up in the list (were you select with the entity tool)
It just shows the hl2 .fgd.

Lol i would be very pleased if someone could help me :)

:cheers: CHEERS! :cheers:
 
Why are you using the source sdk for a non source engine? Why dont you just use hammer 3.4 or whatever its up to now instead?
 
I am trying to get the source SDK map editor to work on the original half-life third-party games.
well unless you're a professional coder good luck :thumbs:
 
  • You need to use a different version of Hammer
  • You need to do it on the Half-Life engine. NS does not exist (yet) on the Source engine
  • You need to use the NS fgd to let Hammer give you the proper entities
  • Try this link to the NSArmslab Forums until the official NaturalSelection.com forums are back up

I'd recommend starting with a combat map because they are usually smaller and they use less NS-specific entities so they are less complicated. Just make sure you progress to making Classic maps too ;)
 
Well i have everything working besides the .FGD and the textures don't show up like on the first post.

And now when i load up Source SDK and select Half-Life 2 it just selects NS (the Natural Selection Mod)

And by teh way i am not a Coder at all so that sucks even mroe :(
 
You cannot use the Source SDK for making maps for Natural Selection. NS is a Modification for the Half-Life engine, not the Source engine, these are two separate game engines. This is why you need to download Hammer 3.4 to map for the Half-Life engine and not the version of Hammer that comes with the Source SDK.

The FGD file is a file that Hammer needs in order to load the list of game-specific entities for a Modification or game. Some entities are used by all Modifications (such as 'light') and others are just for a particular Mod (the entity 'team_hive' is unique to Natural Selection). You need to use the ns.fgd file to tell Hammer where to find the NS-specific entities and also what their parameters are (so Hammer knows what they do in-game).

The textures won't show up until you setup Hammer to use the NS.wad and NS2.wad . A WAD is a group of files all bundled together (think of a 'wad' of paper money). Hammer needs to know which selection of textures to prepare for you. Of course, you don't have to use just NS textures, you can use TFC textures if you like (which is how people make desert-looking NS maps). However, you shouldn't try to load more than ~8 WAD files into Hammer or it will refuse to run. The problem with using custom textures is that you will have to make a custom WAD file for your map for someone to play it, whereas if you only use ns.wad and ns2.wad you won't have to do this, as all NSPlaeyers have these Mods already installed in the NS directory.

If you follow the link I posted above you'll find a direct link to Hammer 3.4, an article by Corn that shows you how to set up Hammer for NS and also a guide to level designing which should help out with some of the mapping terms and contractions.
 
I only really want to use the Souce SDK Editor because it has all the extras and is easyer to use than Hammer 3.4, And i know how to get Hammer up and running and how to create, load, extract .wads :)
 
I'm not sure if this will work, but here goes:

1. Tools>Options, click Edit, add a new configuration
2. Assuming you already have the NS .fgd, click the add button next to the Game Data files box and add the .fgd
3. Put the Texture Format dropdown box to WAD3 and Map Type to Half-Life / TFC
4. Set a default Point Entity
5. Fill in the paths for your Game Executable, Game Directory, and Hammer Map Directory
6. Go to the Materials tab and add your WADs to the Half-Life Wad list
7. Go to the Build Programs tab, select your configuration and put in the paths to your build programs

That should be it. Good luck.
 
...

To what extras do you refer? Displacements? Overlays? Materials? Lightmap scale? Ability to make a really big map? NATURAL SELECTION DOES NOT SUPPORT THESE.

You CANNOT make goldsrc maps with the Source editor. It is impossible.
 
Even if you use HL1 compile tools, and with out using those "extras"?
Just curious.
 
You can't make a map with the Source editor that does not include materials, lightmap scape, and ability to make a really big map. Mostly because it saves maps exclusively in the VMF format; HL1 compile tools require MAP.

Not to mention that HL1 mandates a CSG process, which the Source editor doesn't support (because CSG was implemented into BSP for Source).
 
Well yeah really to make really big maps, when you select a block, and you press the block tool, and creat a box in the top view, it is the same hight as the selected block, that is the main reason, and you can type in what entitys you are looking for on the right toolbar also you carn't use texture displacement :(

See you carn't do any of those things on the original editor, it's so annoying.

Oh yeah and Limpet, i already explaind that i know how to set up the editors. :p
 
Displacements are suported in the Half-Life engine, at all.

Ah, well why didn't you explain that you already tried that :p
 
I am pretty sure my thumb nail would have been enough :p
 
ACK! Just realized I said "are" when I meant to say "aren't".

Blah.
 
Limpet said:
Displacements are suported in the Half-Life engine, at all.

Ah, well why didn't you explain that you already tried that :p

No kidding.......
 
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