

Now simply follow SubDrag's tutorial here to import it to Goldeneye. This will also export the textures, use an image editing program to convert these to 256 color bitmaps for use with the setup editor. Once your map is good go to file -> export and save the. If it wasn't removed open your uncompiled map in Hammer and look for leaks, places you can see outside of the map, if any exist fill them with the null texture. Move around your map (right click on the viewer to look and turn, use the arrow keys for movement) and check it for errors, make sure all the useless geometry was removed, you should be able to see through walls from the outside, etc.
Configuring valve hammer editor 3.5 long file names install#
Install and run Crafty, open your compiled (.bsp) map, if everything went good you should see the map in the viewer. Command: $bsp_exe, Parameter: "$bspdir\$file" Command: $csg_exe, Parameter: "$bspdir\$file" -wadinclude GE.wadĢ. When you're ready to compile do the following:Ĭlick Run, then click on Expert from the menu that pops up, make three new commands:ġ. Read them but ignore anything related to entities, they aren't needed when mapping for Goldeneye except for info_playerstart. Hellbringer's tutorials are the best beginner's tutorials and what I'm trying to emulate in my own tutorial. GE.WAD is where ever you unzipped it, I suggested the root, and zhlt.wad is in the same directory as the tools. Set your compiled maps directory to Hammer's /maps directory.Īdd GE.WAD and zhlt.wad. Set the other three compiling programs the same way. Set the CSG executable to hlcsg.exe in the /tools/zhlt directory. Ignore the game executable field, that's used for Half-Life.

Select GoldenEye 007 as your configuration. Ignore the rest of the fields, they're not needed for Goldeneye. Set the RMF directory to Hammer's /maps directory, RMF's are uncompiled maps in Hammer's format. Set the Default PointEntity Class to info_playerstart. Set its Game Data files to C:\Program Files\Valve Hammer Editor\fgd\half-life\halflife.fgd you really only need this for the start point entity, which is required to compile your map properly. Now you can run Hammer, the configuration window should pop up:Īdd a configuration called GoldenEye 007. Install Hammer to the default directory ( C:\Program Files\Valve Hammer Editor), when it's done installing don't run it, instead unzip Zoner's Half-Life Tools to their own directory inside Hammer's /tools directory ( C:\Program Files\Valve Hammer Editor\tools\zhlt). Valve Hammer Editor v3.4 - LINK UPDATED 7/22/08 Consider this a fill-in for my tutorial until it is finished. I thought it would be good to get all the information in one place. This thread contains information about creating a Goldeneye map using Hammer. Posted: Wed 7:26 am Post subject: Hammer Information Roundup GoldenEye Cheats, GoldenEye X Codes, Tips, Help, Nintendo 64 Gaming Community GoldenEye 007 Nintendo 64 Community, GoldenEye X, Nintendo 64 Games Discussion
