Garry's Mod

Garry's Mod

382 ratings
How to map for GMod
By Jackathan
No more fiddling around with Source SDK and stupid work-arounds!
1. Garry's Mod

2. Source SDK Base 2013 Multiplayer
Go to Library --> Tools, and scroll until you see it. Install it, and run it once.

3. Source Multi Tool[]
Source Multi Tool Guide, if you need it.

4. Some Common Sense
Mounting Everything
First of all, make sure that Source Mult Tool is fully installed. Now, Launch it.

Click the "Setup Custom Config" button. You should now see this screen.

On the left, check the games that you want to map for. In this case, we will select Garry's Mod. If you want to use content from other games (Counter-Strike, Team Fortress, and the like), select them to. This will add the models/materials/sounds from those games.

On the right, select the FGDs you would like to use. This will add the entites from that game into the editor. Select the following items:


(Mapping with content from Counter-Strike and Team Fortress dosen't require that you mount their respective FGDs. Mount them at your own risk.)

You should now see a screen similar to this.

The directories at the bottom don't really matter, I have them set up like this, for GMod

VMF Location:
C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps\vmfs

BSP Location:
C:\Program Files (x86)\Steam\steamapps\common\GarrysMod\garrysmod\maps

Click "Save Config."
Getting Hammer Running

Click the arrow by "Select Game/Mod."

Select "Custom Config."


You are now ready to begin mapping.
Click the "Hammer Editor" button.
Hammer will now open. You can now begin.

For tutorials on how to use Hammer Editor, go here[]
What does mounting GMod add?

Type lua code into the "code" box. gm_construct uses it for the color room hint, among other things.

Used with the "painted" skybox. It is included on gm_construct and gm_flatgrass. By default, env_skypaint is set to be a bright sunny day. There's no reason to edit it in the editor, because you can just edit the painted skybox in game anyways.


All the PHX models, and all the other models included in Gmod.


Some decals, gm_construct textures, gm_flatgrass textures, and the model textures for PHX.


Ambient sounds from construct, and sounds used in the menus.

Extra: Adding custom content
Custom content works almost identically to the addon format in Gmod. You don't need to create the vpk if you want to constantly edit the contents of the "addon". Create a folder, name it whatever you want, and put the materials folder, sounds folder, and models folder in there. (in the custom folder of course) If you are mounting other people's addons, a vpk would be the way to go.

If you want to add custom content, like sounds, models, materials and the like, you have to go into the VPK Creator in Source Multi Tool.

You should now see this:

You don't have to edit the game that the VPK is for, or the file size per VPK, but you can set it up high if you don't want multiple VPKs for models, or textures, or whatever.


Create a file wherever you wish, and name it what you want the VPK to be called.
In this case, I will be mounting content from an addon (That I got FULL PERMISSION) to download the contents of), that contains models from the Half-Life 2 Beta. In the file you just created, put in the materials, models, and sounds folder. Now take the file and drag in on to Victor's face. It will now being to pack the files.

Now you wait for it to pack all the files.
When its done, take the VPK it just generated, and put it into this folder:

C:\program files (x86)\steam\steamapps\common\Source SDK Base 2013 Multiplayer\CustomConfig\custom

If Hammer was open, re-launch it.
You have successfully added custom content.

Extra: Adding Skypaint
Skypaint is what Gmod uses to have configurable skies, using the sky editors, in the "Editors" category under entities. To add this to your map, do the following:

Go to Map -> Map Properties in Hammer Editor

Select "Skybox Texture Name"

Replace "sky_day01_01" with "painted"
Place an "env_skypaint" entitity in your level.

The defaults of the entity are fine, but you can edit them if you really want to.

Make sure to include an env_sun! It doesn't have to be aligned like a usual env_sun, it can just sit next to the skypaint entity. If you really want to do it correctly, see this tutorial:

There you go! You now have skypaint in your level.
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Enviro Jul 4 @ 7:39am 
No, don't need Souce SDK. Just use hammer itself with any/most soucre games
Ninjackson Apr 28 @ 3:53pm 
I installed Source SDK Base 2013 Multiplayer and ran it, but for some reason Source Multi Tool keeps saying it's not installed. I'm absolutely stumped even after extensive time troubleshooting. If anyone can help, that would be great, or at least direct me to somewhere where I should ask for help. Thanks in advance.
DAT BOI Feb 26 @ 1:50pm 
it just runs a stupid source test and nothing else
deblake60 Dec 30, 2017 @ 1:22am 
On your line "
For tutorials on how to use Hammer Editor, go here". I clicked the "here" for more instructions and went to a splash page of something called PlutoTV, but no other links? Is that correct?
THEBREADMACHINE Nov 26, 2017 @ 9:14am 
hammer doesn't start what do i do??????
𝐂𝐚𝐥𝐭𝐫𝐨𝐩 Sep 12, 2017 @ 4:10am 
I don't have any entities?
CharmyTheCharizard Sep 9, 2017 @ 7:33pm 
cause i use the custom config, and no results
CharmyTheCharizard Sep 9, 2017 @ 7:33pm 
where do i find that cfg file and find an updated one?
Videogames Sep 9, 2017 @ 10:54am 

Yea that old hammer cfg file is the developer equivelant of a sh:steamsalty:tpost. You can delete it and replace it with an updated (non-lie-spouting) version or use the custom config setting upon launching to just get everything mounted that was setup.
CharmyTheCharizard Sep 9, 2017 @ 10:51am 
plus, it says gmod hammer isnt properly setted up