NEW user-friendly SDK Launcher

RaTcHeT302

L1: Registered
Dec 24, 2010
17
0
Would it be possible to have Item Test integrated with this SDK?
 
Last edited:

Roundcat

L1: Registered
Aug 19, 2011
5
0
Am I doing something wrong?

When I install the sdk launcher - I click the Hammer Editor button and am asked for the game mod I'm playing. I choose TeamFortress 2 and then open hammer.

I can see hammer is configfured with the following address:

Game Executable:
$SteamUserDir\team fortress 2

what is the $SteamUserDir bit? Its in all the directory addresses. What does it represent?

Also when I click on 'model viewer' I am given a 'fatal error'
Unable to find gameinfo.txt

On a side note:
Is there any talk yet about Valve fixing Hammer so IT JUST WORKS again. I thought Valve were big on users customising things. Its been agas and I am still getting maps with black and purple checkerboards everywhere.
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
When I install the sdk launcher - I click the Hammer Editor button and am asked for the game mod I'm playing. I choose TeamFortress 2 and then open hammer.

I can see hammer is configfured with the following address:

Game Executable:
$SteamUserDir\team fortress 2

what is the $SteamUserDir bit? Its in all the directory addresses. What does it represent?

It's supposed to represent ware the steam directory is.
Basically it's a shortcut asking for something called $steamuserdir
At the time you installed steam your computer made a registry called that, and on everyone's pc it could be different, therefore by asking for that instead of a certain directory, it works on every computer.

You need to replace that with your actual location of your tf2 directory.
So find where your teamfortress directory is, copy the adress bar and place that there.
-sorry if this makes no sense, i'm really tired right now.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
After a while, the UI for the program goes completely black. I'm still able to click everything, so it didn't crash, but I can't tell what I'm clicking.

I'm not sure what causes this, maybe tf2 being opened and closed.

just letting you know.

edit: actually I didn't have the newest version. I'll come back if it's still the same.
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
After a while, the UI for the program goes completely black. I'm still able to click everything, so it didn't crash, but I can't tell what I'm clicking.

I think i've had this problem, it's nothing really major and i'm pretty sure I'm using the newest version

Also can we please get a feature to mute the sounds on launch, if it's too hard don't worry about it ;>
 

ZiggyOwl

L1: Registered
Aug 21, 2011
39
0
Ya the only bug I see on this launcher the main windows X doesn't work but it works if you click on quit lol. Otherwise this became very useful for me since I am unable to get hammer to work properly in the original launcher. Also I noticed when you view for models the UI is black and sometimes hard to see models when there black. Maybe that could get an upgrade.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
Yea, I'm now halfway sure that the total blackness comes from opening and closing TF2. Hope it helps, and hope you continue to update this. It's really useful.

edit: found another small "bug". If the launcher window isn't active, it'll still hover over the buttons and change the colors like its active...but it isn't.
 
Last edited:

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
This was made specifically for post-steampipe, since the old SDK launcher no longer works
 

pennsyrail

L2: Junior Member
May 12, 2016
62
6
Do you think you could repost the link to the launcher? The noobicide link is dead, and I can't find the launcher anywhere else..
Thanks,
D
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Do you think you could repost the link to the launcher? The noobicide link is dead, and I can't find the launcher anywhere else..
Thanks,
D
You're not supposed to use the SDK launcher anymore. For TF2's Hammer, go to Program Files(x86)/Steam/steamapps/common/Team Fortress 2/bin. This is also where you find all the other programs related to TF2's SDK (Faceposer, HLMV, etc).
 

pennsyrail

L2: Junior Member
May 12, 2016
62
6
Hey, I've got another question. ( I still can't figure out how to start a new thread, you can move this if u want). I am trying to add a simple particle effect from this list of Valves effects; https://developer.valvesoftware.com/wiki/List_of_TF2_Particles , specifically the dooms_nuke_collumn particle. I was not able to get any to work, so I thought I'd get an obvious one to go ( a big black plume of smoke).
I am not trying to use a custom particle, and am following a simple tutorial where I 1; create an info_particle_system 2; select start active; yes 3; paste name of particle system into name box. Then I compile map, and nothing shows. The effect should be right above this column (201608 jpg below). Here is the compile list... HELP!






** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vbsp.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.vmf"

Valve Software - vbsp.exe (Jul 26 2016)
4 threads
materialPath: C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\materials
Loading C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.vmf
***need to set $abovewater for material dev/dev_water2_cheap
***need to set $abovewater for material dev/dev_water2_cheap
Patching WVT material: maps/mine water/brick/blendcobbletocobblesnow001_wvt_patch
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
**** leaked ****
Entity env_sprite (768.00 -384.00 472.00) leaked!

FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (256.0 1024.0 88.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (256.0 1024.0 872.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (520.0 1024.0 88.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (776.0 1024.0 88.5)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (520.0 1024.0 872.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (776.0 1024.0 872.0)
Leaf 0 contents: CONTENTS_SOLID
Leaf 1 contents:
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1096.0 192.5)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:


FindPortalSide: Couldn't find a good match for which brush to assign to a portal near (1024.0 1096.0 976.0)
Leaf 0 contents:
Leaf 1 contents: CONTENTS_SOLID
viscontents (node 0 contents ^ node 1 contents): CONTENTS_SOLID
This means that none of the brushes in leaf 0 or 1 that touches the portal has CONTENTS_SOLID
Check for a huge brush enclosing the coordinates above that has contents CONTENTS_SOLID
Candidate brush IDs:

*** Suppressing further FindPortalSide errors.... ***
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 82 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Creating default LDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! Run buildcubemaps in the engine to get the correct cube maps.
Creating default HDR cubemaps for env_cubemap using skybox materials:
skybox/sky_day01_01*.vmt
! 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) (54780 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Water found with no water_lod_control entity, creating a default one.
Compacting texture/material tables...
Reduced 71 texinfos to 28
Reduced 9 texdatas to 7 (268 bytes to 189)
Writing C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.bsp
Wrote ZIP buffer, estimated size 106875, actual size 106393
1 second elapsed

** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vvis.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water"

Valve Software - vvis.exe (Jul 26 2016)
4 threads
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.bsp
reading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.prt
LoadPortals: couldn't read c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.prt


** Executing...
** Command: "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\bin\vrad.exe"
** Parameters: -game "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf" "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water"

Valve Software - vrad.exe SSE (Jul 26 2016)

Valve Radiosity Simulator
4 threads
[Reading texlights from 'lights.rad']
unknown light specifier type - lights

[56 texlights parsed from 'lights.rad']

Loading c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.bsp
No vis information, direct lighting only.
Setting up ray-trace acceleration structure... Done (0.12 seconds)
734 faces
231873 square feet [33389786.00 square inches]
0 Displacements
0 Square Feet [0.00 Square Inches]
sun extent from map=0.000000
11 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (3)
Build Patch/Sample Hash Table(s).....Done<0.0055 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (0)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ThreadComputeLeafAmbient: 0...1...2...3...4...5...6...7...8...9...10 (5)
Writing leaf ambient...done
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 1/1024 48/49152 ( 0.1%)
brushes 158/8192 1896/98304 ( 1.9%)
brushsides 977/65536 7816/524288 ( 1.5%)
planes 366/65536 7320/1310720 ( 0.6%)
vertexes 1282/65536 15384/786432 ( 2.0%)
nodes 587/65536 18784/2097152 ( 0.9%)
texinfos 28/12288 2016/884736 ( 0.2%)
texdata 7/2048 224/65536 ( 0.3%)
dispinfos 0/0 0/0 ( 0.0%)
disp_verts 0/0 0/0 ( 0.0%)
disp_tris 0/0 0/0 ( 0.0%)
disp_lmsamples 0/0 0/0 ( 0.0%)
faces 734/65536 41104/3670016 ( 1.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 369/65536 20664/3670016 ( 0.6%)
leaves 589/65536 18848/2097152 ( 0.9%)
leaffaces 857/65536 1714/131072 ( 1.3%)
leafbrushes 297/65536 594/131072 ( 0.5%)
areas 2/256 16/2048 ( 0.8%)
surfedges 4925/512000 19700/2048000 ( 1.0%)
edges 2981/256000 11924/1024000 ( 1.2%)
LDR worldlights 11/8192 968/720896 ( 0.1%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
leafwaterdata 1/32768 12/393216 ( 0.0%)
waterstrips 77/32768 770/327680 ( 0.2%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 1209/65536 2418/131072 ( 1.8%)
cubemapsamples 0/1024 0/16384 ( 0.0%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 615592/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 0/16777216 ( 0.0%)
entdata [variable] 5567/393216 ( 1.4%)
LDR ambient table 589/65536 2356/262144 ( 0.9%)
HDR ambient table 589/65536 2356/262144 ( 0.9%)
LDR leaf ambient 4436/65536 124208/1835008 ( 6.8%)
HDR leaf ambient 589/65536 16492/1835008 ( 0.9%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/960 ( 0.1%)
pakfile [variable] 106393/0 ( 0.0%)
physics [variable] 54780/4194304 ( 1.3%)
physics terrain [variable] 2/1048576 ( 0.0%)

Level flags = 0

Total triangle count: 1978
Writing c:\program files (x86)\steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.bsp
8 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\sourcesdk_content\tf\mapsrc\Mine water.bsp" "C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps\Mine water.bsp"
 

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