Questions with Source SDK, mostly Hammer

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Linek

L1: Registered
Jan 18, 2010
9
0
I recently acquired Orange Box, and an assortment of other games from Valve and I want to get into map making. I had the Hammer Editor that worked for Counter-Strike Original and enjoyed it but that was 2 years ago. Coming into this new version is confusing at the moment, so here it is. I wanted to know if there are any (Noob Tutorials) or anything of any sort that can help me get back into Mapping? Next, Is there a way to get TF2 Models to show up for Model Viewer and Face Poser of the SDK? Past this which programs would the community suggest for creating Textures, Altering and Creating Models? Any advice is welcome, and I apologize if this has been posted before. I did a few menial searches with no luck. Thanks Again
 

Dark

L4: Comfortable Member
Nov 27, 2009
159
137
super n00b tutoral but also super awesome
[ame="http://www.youtube.com/watch?v=wQeqVSrAsf0"]YouTube- PH4T3's How to Make Maps for TF2 Tutorial - Chapter 1[/ame]
 

Linek

L1: Registered
Jan 18, 2010
9
0
Any tutorial is great for me currently. ^_^ Thank You as well.

So I ran into another question, it is in regards to downloading and adding maps to TF2, is there any specific method for it or just put it in the right folder? If so... >.< lol, which folder?
 

Bockagon

L3: Member
Jul 15, 2009
147
72
Program Files\Steam\steamapps\<your steam name>\team fortress 2\tf\maps
just put the .bsp there and it'll work automatically, no install required
 

Linek

L1: Registered
Jan 18, 2010
9
0
So I delved into the program. Following PH4T3's guide I created what I thought to be a small map until I created the spawn areas and player start locations, what is, or does there exist a scale for map making? I know there are prefabs that can show but seeing a scale for what things would look correct would be ideal and extremely helpful.

Da next question for anyone kind enough, how do you make a ramp? Is it simply just creating a brush and changing its angle, or is there more to it? Again this has all probably been covered but I was unable to find any clarification to these.
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
So I delved into the program. Following PH4T3's guide I created what I thought to be a small map until I created the spawn areas and player start locations, what is, or does there exist a scale for map making? I know there are prefabs that can show but seeing a scale for what things would look correct would be ideal and extremely helpful.

Da next question for anyone kind enough, how do you make a ramp? Is it simply just creating a brush and changing its angle, or is there more to it? Again this has all probably been covered but I was unable to find any clarification to these.

here you go:
http://developer.valvesoftware.com/wiki/TF2/Team_Fortress_2_Mapper's_Reference

just look there for the measures of the player model and stuff.

also you can always look at the valve maps for reference, but don't copy and paste!

the VMFs will be in the default open folder for hammer I think


also, a ramp is made by first making a block the length that you want and to the right height, then taking the clipping tool, or :clippingtool: then adding the two points from the very bottom of the ramp to the top corner of the block, from the side angle.

enjoy :)
 

Linek

L1: Registered
Jan 18, 2010
9
0
Word, will do, another question then. What is generally acceptable for submitting a map for suggestions and getting opinions on it? Thank you for the reply as well.
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
Word, will do, another question then. What is generally acceptable for submitting a map for suggestions and getting opinions on it? Thank you for the reply as well.

what do you mean acceptable? the state of the map? how to submit? elaborate please :D
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
You should make your thread at a point where it is nearly playable. You should upload it and allow for downloads when it becomes playable as an alpha.
 

Linek

L1: Registered
Jan 18, 2010
9
0
what do you mean acceptable? the state of the map? how to submit? elaborate please :D

Essentially when is it ok to submit a map, the map I am working on does not have any defining textures, is in fullbright, etc... Not even a feasible alpha. The question would be better stated as; Does a Map need textures, props, effects to be tested without being flamed? Or does it just need to work, as in Team A vs Team B and game works. My issue is I do not want to advance a map much further without getting other opinions on it. It is to a point now that I want to see what I have not thought about and what will need to be altered.
 
Nov 14, 2009
1,257
378
Lighting: Yes.
Textures: No.
Just think about it: Would you want to actually play on the map as a test? If youhave fullbrite, then probablly not.
 

Linek

L1: Registered
Jan 18, 2010
9
0
Sorry to open this dead thread up again, had an issue with getting downloaded maps to work in TF2 and was wondering if I am missing anything necessary? the files I have downloaded from here are compiled into bz2 format. What doth I do to correct this? Will look through files to see if a program exists. Also for the Swamp Map Pack it is in a 7z format, anyways will check back after looking through all this.
 
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