Garry's Mod

Garry's Mod

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Gumbo Slice 2/dez./2012 às 15:18
How to configure Garry's Mod for Hammer Editor.
NEW GUIDE: http://steamcommunity.com/sharedfiles/filedetails/?id=280167273

<WARNNING>
[for anyone who has viewed this tutorial]

STEAM is converting all of their content to STEAM pipe, so be warnned this might not work anymore do to the fact there is no GCF files anymore and Hammer Editor can't read .VPK format very well. Valve will most likely fix it by updating Hammer Editor.

If you try to fix it you may recive this error (Failed to load the default scheme file. The map views maybe missing some visual elements.) so there is no point in trying.

please go here for this is this tutorial's rightful place (may have to click on Garry's Mod guides tab and find it your self "easy to do"): http://steamcommunity.com/sharedfiles/filedetails/?id=116674271
click rate (the little thumbs up symbol at the top) if this helped you!

For those that don't under stand I'll write it out for you to help. Key words are in ().

1. Start Source SDK and beside (Engine Version:) select (MP).

2. Select any game beside (Current Game:).

3. Now open hammer and at the top you will find (Tools).

4. Select (Tools) and open (Options).

5. At the top of the options menu you will see tabs make sure you are at the (Game Configurations) tab.

6. On the top of the tab you will find (Edit) beside the name of the of the game you picked.

7. Click (Edit) and then click (Add) on the new menu that pops up.

8. Put any name you like preferably (Garry's Mod) in the new menu that pops up.
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You are done with the first part now its time to set up the main configuration.
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9. Beside (Game Data files) click (Add)

10. Now in the browser navigate to ($SteamUserDir\garrysmod\garrysmod) and look for (garrysmod.fgd) and add it
HINT: You can add any (.fgd) files you like just make sure you have the (garrysmod.fgd).

11. Under (Default PointEntity class:) select what ever you want to be the starting selected entity preferably (info_player_start).

12 Under (Default SolidEntity class:) select what ever you want to be the starting solid brush to be when you do Ctrl+T preferably (func_detail).

13. Beside (Cordon texture:) select what ever you want to be the starting texture when making brushes preferably (tools/toolsskybox).

14. Under (Game Executable Directory) put ($SteamUserDir\garrysmod).

15. Under (Game Directory) put ($SteamUserDir\garrysmod\garrysmod).

16. Under (Hammer VMF Directory) put ($SteamUserDir\garrysmod\garrysmod\maps).
HINT: You can make the (Hammer VMF Directory) any were you like
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You are done with the (Game Configurations) tab.
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17. At the top of the options menu you will find the (Build Programs) tab click it.

18. Under (Game executable:) put ($SteamUserDir\garrysmod\hl2.exe)

19. Under (BSP executable:) put ($SteamUserDir\sourcesdk\bin\orangebox\bin\vbsp.exe)

20. Under (VIS executable:) put ($SteamUserDir\sourcesdk\bin\orangebox\bin\vvis.exe)

21. Under (RAD executable:) put ($SteamUserDir\sourcesdk\bin\orangebox\bin\vrad.exe)

22. Under (Place complied maps in this directory before running game:) put ($SteamUserDir\garrysmod\garrysmod\maps)
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You are done! Don't forget to restart Source SDK. If you have any questions let me know.
HINT: if you want the full use of garrys mod props, sounds, and textures google for a program called (GCF Scape) this program will alow you to take all the files out of the (garrysmod content.gcf) and put them in your ($SteamUserDir\garrysmod\garrysmod) for use in source sdk
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Última edição por Gumbo Slice; 3/jul./2014 às 6:42
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Exibindo comentários 1630 de 53
Thanks for this, now i can make a custom flatgrass! :D
burger bing 9/jul./2013 às 21:10 
Could you please do this for TF2 and CS:S? I really need to make maps for em.
Gumbo Slice 10/jul./2013 às 4:34 
Escrito originalmente por Blaze:
Could you please do this for TF2 and CS:S? I really need to make maps for em.

Yes you very well can but you can just click the (Refresh SDK Content) button, restart it then look in MP and it will automaticly configure for you.
burger bing 10/jul./2013 às 11:40 
Escrito originalmente por Smash Balls:
Escrito originalmente por Blaze:
Could you please do this for TF2 and CS:S? I really need to make maps for em.

Yes you very well can but you can just click the (Refresh SDK Content) button, restart it then look in MP and it will automaticly configure for you.
Hmm, I did that, but it still gives me the same error. Something to do with the default scheme.
Gumbo Slice 10/jul./2013 às 11:44 
Escrito originalmente por Blaze:
Escrito originalmente por Smash Balls:

Yes you very well can but you can just click the (Refresh SDK Content) button, restart it then look in MP and it will automaticly configure for you.
Hmm, I did that, but it still gives me the same error. Something to do with the default scheme.

Read the warning at the top of the post or the guide.
burger bing 10/jul./2013 às 11:45 
Escrito originalmente por Smash Balls:
Escrito originalmente por Blaze:
Hmm, I did that, but it still gives me the same error. Something to do with the default scheme.

Read the warning at the top of the post or the guide.
Ok, it worked for Garrys mod, but that is it.
Akiad 7/abr./2014 às 14:09 
I got "Failed to load default scheme". Anyone?
Gumbo Slice 7/abr./2014 às 14:15 
Escrito originalmente por Akiad:
I got "Failed to load default scheme". Anyone?

Sorry but this doesn't work anymore, the file paths are irrelevent now, mostly because every source game has thier own hammer inside the bin folder and there is no more .gcf files, its all .vpk now and those are also inside the game folders (GCF Scape can still open these). It seems that Valve was trying to completely seperate one source game from another instead of haveing a shared folder, which in return was suposed to speed up load times. If you still want to map just use HL2's hammer editor to be able to use the common entities for Garry's Mod (such as vehicles and stuff like that), then after your editing port the .bsp file to the map folder. Other then that it all works the same before the steam pipe update for the most part.
Última edição por Gumbo Slice; 7/abr./2014 às 14:20
OliPro007 8/abr./2014 às 17:33 
Escrito originalmente por Smash Balls:
Escrito originalmente por Akiad:
I got "Failed to load default scheme". Anyone?

Sorry but this doesn't work anymore, the file paths are irrelevent now, mostly because every source game has thier own hammer inside the bin folder and there is no more .gcf files, its all .vpk now and those are also inside the game folders (GCF Scape can still open these). It seems that Valve was trying to completely seperate one source game from another instead of haveing a shared folder, which in return was suposed to speed up load times. If you still want to map just use HL2's hammer editor to be able to use the common entities for Garry's Mod (such as vehicles and stuff like that), then after your editing port the .bsp file to the map folder. Other then that it all works the same before the steam pipe update for the most part.

However, how can we add some custom SWEP or vehicules from gmod in the maps, at their core, in HL2 hammer? If we add weapons to the map, it is inside sandbox gamemode and the map with custom gmod content can only be distributed by making a save...
Gumbo Slice 8/abr./2014 às 18:12 
Escrito originalmente por OliPro007:
However, how can we add some custom SWEP or vehicules from gmod in the maps, at their core, in HL2 hammer? If we add weapons to the map, it is inside sandbox gamemode and the map with custom gmod content can only be distributed by making a save...

You can't really use custom sweps in the first place, Hammer doesn't support a template that is customizable so yeah you are just going to have to deal with that. but as far as models go, you have to manually put the model directory into the key value that defines model (You can find that by opening the .gma file of what you are trying to use and somewhere in that incription there is the audo run lua in plain text and that should give paths), yes you can't see the model, or you can use something from garrysmod.org and port it into HL2 (keeping track of what files are what, and they are usually obvious to keep their distance from other mods) then when the work is finished or being tested you can put everything inside garrys mod it self (root directory) then it "should" work. If you want ot know why this should work, its simply because models "if i remeber correctly" dont check the root folder just whats inside.

Also read my guide on cars it will tell you how to deal with them being in a .gma http://steamcommunity.com/sharedfiles/filedetails/?id=116671511
Última edição por Gumbo Slice; 8/abr./2014 às 18:17
OliPro007 8/abr./2014 às 19:21 
So if I want to have weapons from like FA:S 2 spawned on my map I can't put them by default in Hammer except their model because the script isn't compatible? So I need to put them on the ground with the toolgun and distribute a save of the map with the weapons spawned?
Gumbo Slice 8/abr./2014 às 19:28 
Escrito originalmente por OliPro007:
So if I want to have weapons from like FA:S 2 spawned on my map I can't put them by default in Hammer except their model because the script isn't compatible? So I need to put them on the ground with the toolgun and distribute a save of the map with the weapons spawned?

Yes, you got it, sorry it couldn't work out for you there.
OliPro007 8/abr./2014 às 19:32 
It's ok. Too bad, because it's an additional thing to publish and I need to leave the map and any ennemy spawn intact so that the save isn't screwed up for everybody...
OliPro007 9/abr./2014 às 19:39 
Actually, now that I think of it, it should be quite easy to do: All the triggers, spawns, events and everything added in Hammer can only be triggered if an initial trigger is set, and simply set a little area only accessible in noclip that doesn't trigger the inital trigger, so we can navigate the rest of the map and add custom gmod stuff without disrupting anything. For the save simply make a link in the map/save description that point to the other. There is always a way to make things work... (also too many triggers in the same sentence :P )
Última edição por OliPro007; 9/abr./2014 às 19:39
Gumbo Slice 9/abr./2014 às 20:09 
Escrito originalmente por OliPro007:
Actually, now that I think of it, it should be quite easy to do: All the triggers, spawns, events and everything added in Hammer can only be triggered if an initial trigger is set, and simply set a little area only accessible in noclip that doesn't trigger the inital trigger, so we can navigate the rest of the map and add custom gmod stuff without disrupting anything. For the save simply make a link in the map/save description that point to the other. There is always a way to make things work... (also too many triggers in the same sentence :P )

... you lost me there :P its been a while, so explain what these triggers are supposed to accomplish, like, just a summary. (lol). I may know of a more "settle" way of doing what you are trying to accomplish, its always good to see if there is a way to make small systems because in Hammer the less complicated something is, the less its prone to error.
Última edição por Gumbo Slice; 9/abr./2014 às 20:12
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Publicado em: 2/dez./2012 às 15:18
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