Valve Hammer Editor 4.1.3 / 3.5
Информация о программе
Описание
Шутеры от первого лица, в которых предусмотрен многопользовательский режим, широко распространены среди геймеров разного возраста. Однако хождение по одним и тем же картам утомляет. Хочется новых локаций, но разработчики редко выпускают дополнения подобного рода. Программа Valve Hammer Editor позволяет редактировать карты в таких играх как Counter Strike 1.6, Counter Strike Source, Half-Life 2 и Quake.
С помощью софта пользователь может добавлять новые текстуры, объекты и изменять их физические свойства. Что касается новых объектов, программа работает как со статистическими, так и с подвижными элементами. Например, летящим вертолетом или движущейся машиной. Кроме редактирования уже готовых карт, в Valve Hammer Editor можно создавать абсолютно новые локации.
Программа содержит собственный редактор скриптов. Она позволяет работать с объектами в 2D и 3D проекциях. В рабочей области располагается 4 окна, каждое из которых отображает картинку с определенного ракурса камеры. Благодаря этому пользователь сможет просматривать 3D объект с различных сторон.
Функционал программы Valve Hammer Editor:
- Создание и редактирование карт;
- Библиотека префабов;
- Редактор скриптов;
Для полноценного использования Valve Hammer Editor требуется установка дополнительного ПО: декомпиляторы карт и текстур.
Возможности софта весьма обширны, но освоить их «с разбегу» не получится. Чтобы разобраться в ней, потребуется изучить документацию. Усложняет ситуацию то, что официальная версия недоступна на русском языке. Однако энтузиасты создали свой собственный «неофициальный» русификатор.
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Valve hammer editor android
This is a tutoiral on how to download and set up Hammer Editor, and Batch Compiler for creating and compiling maps.
Valve Hammer Editor aka Worldcraft is the original program by Valve used for creating and constructing maps. It also has an inbuild BSP compiler, which means it can compile or convert .rmf and .map files into .bsp files.
.rmf and .map files are the file types used to save and load maps in Hammer Editor and .bsp files are the file type which the game reads to be able to play the maps.
Batch Compiler made by Ryan «Nemesis» Gregg is a more advanced program for compiling maps you made in Hammer to readable .bsp files. It has a lot more compiling options and settings.
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First you will need to download Hammer Editor.
You can download an unoffical updated version of Hammer Editor made by Cellulo aka Kato-yuen at http://www.flat2d.com/hammer_en.aspx
Choose the middle download with Vluzacn’s updated compiling tools.
Start the install after download and press Next.
Here you will get to choose where to install Hammer, I usully install most tools directly in C:\ as it makes it easier for me. But for the sake of simplicity I will install all tools in these tutorials in there original directories. Install it where ever you think is best for you.
Press Next and If the directonary doesn’t exist then allow it to make one and then press Start to install. After the installation you can read the readme if you want or just press Next and then Exit to finish the installation.
Start up Hammer now that the installation is done.
So the first thing you will see is this message.
So it’s telling you that the program is not set up as it is the first time you start it. It’s also telling you about a guide on how to set up Hammer, Check it out if you want to or continue with this one.
To set up Hammer go to Configure options in the upper left corner under Tools — Options.
Start by going to the Game Configurations tab.
Press the red marked Edit button which is next to the Configuration slider.
And write down the name of the game Counter-Strike and press OK.
You have now added Counter-Strike to the game slider, This is meant for adding multiple set ups for different games\mods which uses Half-Life’s Goldsource engine, like CS.
Now press the marked Add button so you can add .fgd files which contains all the specific game information Hammer needs.
Go to wherever you installed Hammer and then into the fgd folder and then the counter-strike folder.
Similiar to this path C:\Program Files\Valve Hammer Editor Unofficial 3.5.2\fgd\counter-strike
Open both the cs_expert-tom793c_wc35.fgd and halflife-cs.fgd.
You may also want to locate the zhlt.fgd which includes some more Hammer settings for some of the compiling tools. It’s located in the tools folder and then in Vluzacn’s ZHLT v30 folder.
Like this C:\Program Files\Valve Hammer Editor Unofficial 3.5.2\tools\Vluzacn’s ZHLT v30
Now that you have added the .fgd files you can go on and take a look at the sliders underneath.
You can ignore the 2 first ones, the Texture Format and the Map Type sliders.
The Default PointEntity class slider determines the first PointEntity you will see in the Entity Tool under Objects, These are the entities or objects added into the map which are not made up of the blocks and brushes you build with in Hammer. Like a spawnpoint, weapons or light. I recommed having the light entity or info_player_start (CT spawnpoint) as they are used a lot when creating maps.
The Default SolidEntity class slider determines the first SolidEntity you will see after making a block/brush or part of the map into an entity (giving you more options over it), I recommend the func_wall as it usully becomes the most used SolidEntity when mapping.
Moving on.
So here you will need to add some of the path ways needed by Hammer.
For the Game Executable Directory you will need to locate the folder where the game’s .exe file is. Even though it’s Counter-Strike it’s still called hl.exe for Half-Life. The folder is located in a similar place like this C:\Program Files\Steam\steamapps\username\counter-strike
For the Mod Directory you will need to locate the cstrike folder. Am not sure if this step is necessary as it’s meant for mods but I always add it anyway. It’s locatation is similar to C:\Program Files\Steam\steamapps\username\counter-strike\cstrike
And for the Game Directory it will be the same path way as above C:\Program Files\Steam\steamapps\username\counter-strike\cstrike
And for the last one, the RMF Directory is where the .rmf and .map files will be located.
As said before, the .rmf and .map file types are the file types Hammer uses to save and load maps. You can choose wherever you want to have them, I recommed creating a folder in your Hammer folder called maps. Like this C:\Program Files\Valve Hammer Editor Unofficial 3.5.2\maps and add it to the RMF Directory path way.
Now you can move on to the Build Programs tab.
First you will have to add the Game executable (the hl.exe) so that Hammer can start the game after compiling maps. The path will look similar to this C:\Program Files\Steam\steamapps\username\counter-strike\hl.exe
After this you will have to add the compiling tools Hammer uses to compile the map into a .bsp file that the game can read. If you want to be able to compile maps with Hammer that is.
There are a lot of different customized compiling tools out there, I recommend using Vluzacn’s custom compiling tools. The path ways for the tools are located inside your Hammer Editor Folder in the tools folder.
So for the CSG it’s similar to C:\Program Files\Valve Hammer Editor Unofficial 3.5.2\tools\Vluzacn’s ZHLT v30\hlcsg.exe
And the BSP is C:\Program Files\Valve Hammer Editor Unofficial 3.5.2\tools\Vluzacn’s ZHLT v30\hlbsp.exe
VIS is C:\Program Files\Valve Hammer Editor Unofficial 3.5.2\tools\Vluzacn’s ZHLT v30\hlvis.exe
And RAD is C:\Program Files\Valve Hammer Editor Unofficial 3.5.2\tools\Vluzacn’s ZHLT v30\hlrad.exe
And last in the Build Programs tab is the path way Hammer uses to put compiled .bsp files into the game folder.
The path should be similar to this C:\Program Files\Steam\steamapps\username\counter-strike\cstrike\maps ..if the maps folder isn’t there then create it.
Continue to the Textures tab.
Here you will add the textures you wish to use while mapping.
But first you will have to get some textures (.wad files)
There is a program you can use to unpack the .wad files from Half-Life and Counter-Strike called GCFScape, made by the same guy who made Batch Compiler, Ryan «Nemesis» Gregg.
You can use any .wad file from Half-Life and Counter-Strike without any worries of players needing to download them while connection to a server with a map using them. As CS automatically uses some of HLs content to begin with.
Keep Hammer runing in the background while you go to http://nemesis.thewavelength.net/index.php?p=26
Choose the marked installer for an easy installation. You are also required to have .Net Framework for it to work. It’s usully already installed but if you get an error later on similar to ‘application failed to initialize properly’ you may need to download it aswell.
Follow the installation and install wherever you feel is best, and when you get here you will have to choose what kind of file types GCFScape will be able to open directly by clicking on them (Associate)
I don’t know what all the file types are, only that the one Steam uses is the .gcf file type and .pak I think is the old Won format while the .wad file is texture files. I usully just mark them all but you do it how you want. Just make sure to mark the .gcf file type.
After finishing the installation you will have to go into the Steam folders to locate the .gcf files.
May be this path C:\Program Files\Steam\steamapps
Press and open the half-life.gcf and if you get this error message..
. Then you will need to download the .Net Framework here http://nemesis.thewavelength.net/index.php?p=26
After opening the half-life.gcf you will need to create a place where you can store the .wad files. You can do it wherever you want, I recommend creating a folder directly in C:\ called wads, for having a short path will make them visible in Hammer so that it will be easier to remove and add the ones you will use. I also create different folders within the wads folder so that I will know what games the .wad files are from. So for Half-Life I have C:\wads\hl
Drag the .wad files you want to use, not all the wad files are necessary like the cached, fonts and spraypaint wad. The most important wad file in the half-life.gcf I would recommend is the halflife.wad file, it includes a lot of useful textures.
Now open the counter-strike.gcf and if you do as me drag over the wad files you want into C:\wads\cs
And yet again all the .wad files are not necessary as some only have one image or are just cached textures.
Now you can return to Hammer and press the Add WAD button. If you have done everything in the order I have then the first folder that shows up may be Vluzacn’s ZHLT v30 folder. Located at C:\Program Files\Valve Hammer Editor Unofficial 3.5.2\tools\Vluzacn’s ZHLT v30
There you will see a .wad file called zhlt.wad. this is the .wad file which you can use with the right compiling tools to add images directly into the .bsp file. So add the zhlt.wad if you want to have this ability. It’s very useful if you don’t want people to have to download your map and a custom .wad file separately when connecting to a server.
Locate the other .wad files you draged out of the .gcf files and add those you want to use.
I recommend to only add max 3 to 5 .wad files per map your creating as the map will be using all the images when runing and to many .wad files will make the map crash or not compile.
Don’t worry about the textures.wad if it is still in your list. It will disapear the next time you restart Hammer. the textures.wad doesn’t really exist anyway, I don’t know why it shows up.
Now go to the General tab.
I won’t bother with all the settings as I don’t even know to much what everything does and if youre really interested you can properly learn it afterwards in other guides or by yourself. I think it makes it easier if I just mention the things I really care about so I don’t throw to much information at you.
Here in the General tab is the ‘undo levels’ setting. If you have a slow computer then don’t bother but if you have a good and fast computer then you might want to add as many undo levels as possible so you «kinda» get an unlimited undo ability. (highest i’ve been able to add is 2147483647) I like to use it when regreting building something that took a long time or something just didn’t work out and I want to undo the whole thing. (this won’t work after closing and opening Hammer again) it will always start from when you open the map in Hammer.
Now go to the 2D view tab. here are a lot of other options, but for now I will only care about this option.
This option makes it easier to rotate and stack objects as it will have a 15 degree limit. So I recommend having it on. Just go back and turn it off when you need to rotate objects more freely.
Go to the 3D view tab. Everything is fine here so am only going to mention the Pick Background Color button furthest down, It will let you choose the color of the background in the 3D view. Default is black, I usully have it on light blue.
Press apply and OK.
If you don’t care about Batch Compiler then you can skip down to ‘Test Room’
Go to http://halflife.bluefang-logic.com/file.htm?act=view&id=1 and press ‘Download Now’.
This version of Batch Compiler have some other unnecessary programs and such for modding Half-Life in it, but it’s the easiest version to install.
Start the install after download and follow it. install it wherever you think is best, as said before I will install it in it’s original destination for these tutorials.
When you get here choose Steam and then Half-Life as explained in the installer.
Here you will first write down your login username (the same name as your username folder in Steam). And then you choose Counter-Strike and leave the last one blank as it’s meant for mods.
Choose whatever you think is best for you here. I always take the advanced, I don’t really know what the difference are. But I know you can change this after installation aswell.
Continue with the installation and run it after it’s done.
Most settings are already set up, there are just some we need to fix. Go into Options — Setup.
Now go to the Stage Paths tab. Here you can change the compiling tools the program will use with better ones. I again recommend Vluzacn’s compiling tools.
If your going to use Vluzacn’s tools they may be located in similar locations as these.
CSG at C:\Program Files\Valve Hammer Editor Unofficial 3.5.2\tools\Vluzacn’s ZHLT v30\hlcsg.exe
BSP at C:\Program Files\Valve Hammer Editor Unofficial 3.5.2\tools\Vluzacn’s ZHLT v30\hlbsp.exe
VIS at C:\Program Files\Valve Hammer Editor Unofficial 3.5.2\tools\Vluzacn’s ZHLT v30\hlvis.exe
RAD at C:\Program Files\Valve Hammer Editor Unofficial 3.5.2\tools\Vluzacn’s ZHLT v30\hlrad.exe
And RipEnt at C:\Program Files\Valve Hammer Editor Unofficial 3.5.2\tools\Vluzacn’s ZHLT v30\ripent.exe
You may also notice that the HL line is blank. Add the path way which leads to the hl.exe in counter-strike here. It may be similar to this C:\Program Files\Steam\steamapps\username\counter-strike\hl.exe
Now you will have to create a simple Text Document to help Batch Compiler sort out all the textures. You can create it wherever you want, I recommend doing it where youre having your .wad files. like me C:\wads ..name it wad.
Open it.
Write down all the .wad files you have choosen to use in lines with there path ways.
Example.
C:\Program Files\Valve Hammer Editor Unofficial 3.5.2\tools\Vluzacn’s ZHLT v30\zhlt.wad
C:\wads\hl\halflife.wad
C:\wads\hl\liquids.wad
C:\wads\cs\cstrike.wad
Now go back to Batch Compiler and press this button next to ‘WAD File’ and locate the new Text Document you created.
Go back to Hammer Editor now so you can build a fast test room so you can test if compiling works.
Press File — New in the left upper corner or simply Ctrl+N to start a new map.
I recommed you start by clicking the ‘Smaller Grid’ button 2 times.
This makes the grid youre building on smaller, The grid blocks are now made up of 16 units. units being the smallest size you can build on. I always do this after starting Hammer as this is my favorite grid size to build on, it’s perfect for wall and floor sizes.
Now click the Browse button on your right and choose the texture you want to use by marking it and then pressing X to get back.
After this you can click on the Block Tool on your left. This will allow you to build block structures by draging your mouse. So click and drag your mouse in one of the 2D windows (top, front or side) you can also zoom in and out using the scroll wheel or by pressing the + or — on your keyboard. Use the other 2D windows to make it into a big square like shape, like a room. And then when your done with the size press Enter on your keyboard and your first block will be created.
I will go into more details in another guide on how to use different shapes and construct different forms. But for now I will make it very quick as this is just for testing to compile.
This is the Camera.
With it you can look around in the 3D window. Press and hold while draging in any of the 2D windows to insert the camera where you pressed and making it look at the direction you draged. While having the Camera activated and holding the left mouse button in the 3D window you will be able to fly around like in an FPS game with the AWSD keys. You can also navigate with the arrow keys. Holding the right mouse button will make you drag the Camera around.
You will notice that the structure you made is transparent. You can change this by clicking the camera text in the upper left corner of the 3D window. Choosing 3D textured will make you see the textures.
Now press the Selection Tool in the upper left corner. The one resembling a mouse cursor.
Click and select your block in the 3D window or any of the 2D windows (in the 2D windows you have to press the objects X in the middle or the lines of the object, or hold and drag over it and press Enter). When any object is selected it will be red. Now go into tools — Make Hollow.
This means that the block will become hollow, now you just have to decide for the size of the walls in units. I suggest using minus 16 units so that it will go outwards from the block instead of inwards. -16
So now you should have your first room. Let’s add light and an info_player_start (CT spawnpoint).
Click on the Entity Tool, the one looking like a light bulb.
Now the object slider on the right should be filled with PointEntities. Choose the one simply named light.
Click on any of the 2D windows to insert it and drag it where you wish it to be. You can’t put it outside the room. Press Enter to create it.
Do the same again and add an info_player_start (CT spawnpoint). Make sure no entities are or stick outside the room, if they do move them inside. When creating maps you most always have the playable envirement closed in, or the compiling will make everything outside a playable envirement which in turn will bring emensive lag. Batch Compiler won’t even compile maps in this case. This is what’s called a leak. Think about it as being in space and the outside place as airless while the inside contains air. So any entities outside would die or a hole in the map would make a air leak.
Now save the map by going to the upper corner and click File — Save or simply Ctrl+S. Save your map as an .rmf or .map file. The difference between an .rmf and .map file seems to be that an .rmf file saves more settings, like grouping. Don’t use any strange symbols or spaces in your map name.
So it’s time to test if the compiling works.
To compile in Hammer start by pressing the Run Map! button or F9.
Go to the Advanced Mode.
In the Configurations slider you will choose ‘Half-Life: Counterstrike (full)’. Then you uncheck the ‘Copy File $path\$file.pts $bspdir\$file.pts’ to avoid an error message telling you about a missing .pts path way.
And then Go! to start the compiling and the game with the map.
Tell me if anything goes wrong!
————————-Problem 1
This might mean that for some reason when your saving your maps, your computer doesn’t know what format they are. So when your saving your map write down .rmf or .map afterwards in the name.
So it’s time to test if the compiling works.
Open up Batch Compiler.
Click the red marked button and locate the .rmf or .map file and open it.
And press ‘Run’ to compile your map and run it.
Tell me if anything goes wrong!
————————-Problem 1
If you can’t find your map where it should be, then it might mean that for some reason when your saving your maps, your computer doesn’t know what format they are. So when your saving your map write down .rmf or .map afterwards in the name.
————————-Problem 2
If cmd flashes for a second and nothing happens after pressing the ‘Run’ button, then you have to uncheck HLFix under Stages.
You can only compile maps with the .map format now. I don’t knows what the consequences are of removing HLFix but all the textures and everything seems to work. If someone know more about this problem please tell.
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