Manual SDK Config for DoD:S with .FGD


MungoToadfoot
09-29-2005, 10:17 AM
First off let me start by saying that by no means am I an expert in the mapping department or have even released a DoD map (even though I have a couple in various parts of devlopment.) With that being said, some of the things in this might seem noobish to expert mappers, or there might even be mistakes. I apologize before hand. Now onto business....

When I noticed that the SDK did not update when DoD:S was released I start to nose about what makes the Source portion of the SDK work. My first goal was to get Day of Defeat Source to show up in "Current Game" drop down menu for the SDK. You will need to create some directory structures first.


Begin by browsing to the sourcesdk_content directory (C:\Program Files\Valve\Steam\SteamApps\<your email>\sourcesdk_content).
Create a directory dods, open this directory and create 3 more directorys called mapsrc, modelsrc, and materialsrc.
Now browse up to the \sourcesdk_content\cstrike and copy the contents of the mapsrc directory to your \sourcesdk_content\dods\mapsrc. This will setup the directories that Hammer needs and also give you some nice pre-made map objects (like skyboxs and the such).
Next, browse out to your sourcesdk "bin" directory (usually: C:\Program Files\Valve\Steam\SteamApps\<your email>\sourcesdk\bin) and look for a file called GameConfig.txt.
Make sure you create a backup of the file before you edit it so you can put it back to normal if you need to.
Once you open the file you will notice that it contains all the configuration information for the Hammer editor.
What I did from here is copied the section for Counter-Strike Source and pasted it below the previsouly copied section (When cutting and pasting make sure you mind the {} brackets, each open { needs a closed } for the code to work right).
Now you have to edit the important details. Change the section header from "Counter-Strike Source" to "Day of Defeat Source", change all the rest of the directory strings to point to your Day of Defeat source install or dods sourcesdk folder depending on what was there for CS:S.
You will also need to change "DefaultPointEntity" to "info_player_allies". You will also want to change the cstrike.fgd to dodscustom.fgd (more on this later).

With everything done it should look like this:
"Day of Defeat: Source"
{
"GameDir" "c:\program files\valve\steam\steamapps\<your email>\day of defeat source\dod"
"hammer"
{
"GameData0" "c:\program files\valve\steam\steamapps\<your email>\sourcesdk\bin\dodscustom.fgd"
"TextureFormat" "5"
"MapFormat" "4"
"DefaultTextureScale" "0.250000"
"DefaultLightmapScale" "16"
"GameExe" "c:\program files\valve\steam\steamapps\<your email>\day of defeat source\hl2.exe"
"DefaultSolidEntity" "func_detail"
"DefaultPointEntity" "info_player_allies"
"BSP" "c:\program files\valve\steam\steamapps\<your email>\sourcesdk\bin\vbsp.exe"
"Vis" "c:\program files\valve\steam\steamapps\<your email>\sourcesdk\bin\vvis.exe"
"Light" "c:\program files\valve\steam\steamapps\<your email>\sourcesdk\bin\vrad.exe"
"GameExeDir" "c:\program files\valve\steam\steamapps\<your email>\day of defeat source"
"MapDir" "c:\program files\valve\steam\steamapps\<your email>\sourcesdk_content\dods\mapsrc"
"BSPDir" "C:\Program Files\Valve\Steam\SteamApps\<your email>\day of defeat source\dod\maps"
"CordonTexture" "tools\toolsskybox"
"MaterialExcludeCount" "0"
}
}
Sorry about the lack of formatting, but you get the idea. If you cut and paste this you will have to change the <your email> to your steam login name. Now if you close the SDK and open it again you will see Day of Defeat Source in the drop down box, but don't run hammer yet we have more configuration to do!

Next you will want to browse to your main Day of Defeat Source directory (C:\Program Files\Valve\Steam\SteamApps\<your email>\day of defeat source\dod) and make a backup of GameInfo.txt before you edit it. Once open change the "SteamAppId" to 300, this will tell hammer to open the GCF for DoD:S.

Now the only other thing you need is the .fgd. Unfortunitly, as we all know, we do not have the .fgd yet :( . So what I did was edit the cstrike.fgd (for source) to work at a basic level for DoD:S. What this fgd will do for you is give you your Allies and Axis spawn points info_player_allies, and info_player_axis. It will also allow you to place control points, control point masters and perhaps some other such DoD entities, however it is a work in progress. I have not gotten the flags and such to work yet. You will get a flag model, but I can not get the HUD sprites to work or the capture points. If you know anything about the Source points you can edit this. I plan to keep working on it until the DoD mapping team releases the offical fgd.

DoD Custom FGD (http://dod.kinetikproze.com/misc/dodscustom.fgd) I have re-linked this off my personal Webserver. Thanks StreamlineData


Make sure you right-click and save target as, you will want to save it to this directory: C:\Program Files\Valve\Steam\SteamApps\<your email>\sourcesdk\bin. I also tried to attach it as a .txt, but I'm not sure if it worked because I've never used that feature before. However, if it did just download the .txt version and rename the extension to .fgd.

OK, Well now you should be able to get start with DoD:S maps or atleast convert over your spawn points and textures/materials.

Sorry about any typos and mistakes. I gladly accept constructive criticism, but don't flame me.. I'm just trying to help people out.

Thanks.

izuno
09-29-2005, 10:23 AM
Wow great effort to figure out a bandaid solution before official source fgd/sdk get released.

If anyone tries this, please post your results/comments.

BLU-82
09-29-2005, 10:40 AM
It did make DoD: Source appear in my Games list in Hammer. But I cannot make any entities :(.

Apu
09-29-2005, 10:54 AM
Nice try but i would wait before i would start anything. Valve tends to overwrite existing installments without warning. It maybe saves you trouble and frustration.

MungoToadfoot
09-29-2005, 11:08 AM
Well izuno is right it is "a band-aid solution". For my efforts I find it works nice for alteast getting ahold of the material/textures and placing some spawn points. Not that I have anything against using CS:S textures and models.. but if i can save the time now I'm going to take advantage of it.

I can only hope that the offical release comes soon.

cheese-sarnie
09-29-2005, 11:14 AM
hi
gj you dude :cool:
i had hammer setup for dods but with no fgd.
i can now actually see the models n textures which always helps when mapping :)

Furyo
09-29-2005, 11:16 AM
I hate it when someone who goes through extensive work is so afraid to get flamed he apologizes in advance. I don't blame you of course, but it shows a certain fear of these boards, which is something we should definitely work on. Maybe it's a fear you got used to from another forum, as I don't see it much in these parts of the dod boards.

Anyway thanks for your work, and keep it coming. Your solution would allow me to update my content on the map already, even without the fgd.

PS: The beta FGD we have has the same work around for flags as 1.3 (same entities to control them). I just don't think that's how they work anymore. Not sure yet of course.

MungoToadfoot
09-29-2005, 11:27 AM
Thanks for the support guys. I guess I've just had some bad experiences with some posts where people will flame the pants off me and not even take the time to read what I had to say or more-or-less have any reading comprehension skills to tell what the meaning of my statements were.. Although I have to say the mapping community is pretty good about not flaming.

Thanks again for the support.

Furyo
09-29-2005, 11:31 AM
It works fine to open the gcf, and quite frankly that's all I needed for now. I now have lots of retexturing to do (all the contents that aren't in the dod source gcf) which I had extracted from CSS and HL2, and of course all my custom textures as well.

Having been in the beta, most of the props are still there, which is very lucky.

My map crashed before without the proper fgd, so I don't expect miracles now with only a gcf access (I'd be really dumbfounded if my map loaded now) but I can actually save time now by doing all the textures/props work. That'll allow me to start the testing of my map sooner after the sdk comes out. Thanks again

Ginger Lord
09-29-2005, 11:42 AM
Originally posted by Furyo
I hate it when someone who goes through extensive work is so afraid to get flamed he apologizes in advance.

Good Work, I had this set up almost identically to this but didn't wan't to release anything as I didn't know how the team would react. Your .fgd is almost identical to the beta one as well.

Two thumbs up.

Furyo
09-29-2005, 12:44 PM
I forgot to add that I didn't try the custom FGD, i just kept the beta one.

StreamlineData
09-29-2005, 01:48 PM
Nice work, mungo!

I've got your custom FGD hosted on my site. You can change the download link if you want to.

http://dod.kinetikproze.com/misc/dodscustom.fgd

MungoToadfoot
09-29-2005, 02:03 PM
Thanks for hosting, StreamlineData

Also, I never had the beta FGD so I guess I sorta know what I was doing by putting together that one.. haha..

Swateke
09-29-2005, 03:26 PM
Tried to decompile to view the enitities but:

The dod source maps are 20 version maps, the old ones (hl2, css) are 19.

So you cant decompile 'em yet.

Eric the Pixie
09-29-2005, 05:08 PM
Whats also pretty useful here is the way you have figured out the file structure.

I'm not too bright in the intelligence department, and I remember it took me ages to get my head round all the various directories that source and hammer need to actually let you start mapping.

n1 m8

Pix

MungoToadfoot
09-29-2005, 06:08 PM
Yeah, I toiled for some time to figure out how to structure the file system; however now that I look back on it you probably don't even need to do that. The new Hammer and the source engine makes it nice when configuring it. It had been awhile since I setup Hammer so I was looking on Mardy Mouses website for setting up Hammer 3.5 and it involved extracting the GCF to directories and stuff. After spending much time extracting the DoD:S and HL2 GCFs I realized that I did not need to do that. For Hammer all you need to do is provide the local of the Games GameInfo.txt. This uses the SteamAppId number to determine which GCF it should use while editing a map. By going to My Games and creating a desktop icon for DoD:S I realized that the SteamAppId is 300, however the default GameInfo.txt has it as 240 which is for CS:S. This is probably why many people were setting up Hammer with all the DoD:S directories, but still getting CS:S textures.

lil|:CNTZ:|*Chiefw
09-29-2005, 06:17 PM
im having a problem dod:s doesnt appear in the drop down box and ive done every thing u said to do now wat do i do??

lil|:CNTZ:|*Chiefw
09-29-2005, 06:33 PM
dw guys figured it out when i installed steam it went to "c:/Valve/steam"
not "c:/program files/Steam" so i had to change that o yeh thanks mungo....:D :D

Watchtower
09-29-2005, 08:24 PM
All you need is info_player_axis and _allies to get any kind of map going. Just make an info_player_deathmatch and rename it.

All i did was extract my materials and models out (well under 1gb) and just use the hl2dm config.

Compile, put map in dod maps directory, launch, boom. Good work on the fgd but the wait im sure will not be long for the official sdk update. They are more than likely just waiting for the HDR info and new .vtf file format to use with it for 3rd party mod developers.

Stuka
09-29-2005, 08:58 PM
if Day of Defeat: Source doesn't appear in the dropdown box

open your GameConfig.txt

Under the HL2DM you should see four closing brackets

}
}
}
}

Copy the last 2, delete them, and place them at the very end of the file, below the 2 brackets ending the DoD:S one, compare these 2, the second one is how it should be

-BEFORE-


"Half-Life 2: Deathmatch"
{
"GameDir" "c:\program files\steam\steamapps\asus@houston.rr.com\half-life 2 deathmatch\hl2mp"
"hammer"
{
"TextureFormat" "5"
"MapFormat" "4"
"DefaultTextureScale" "0.250000"
"DefaultLightmapScale" "16"
"DefaultSolidEntity" "func_detail"
"DefaultPointEntity" "info_player_deathmatch"
"GameExeDir" "c:\program files\steam\steamapps\asus@houston.rr.com\half-life 2 deathmatch"
"MapDir" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k_content\hl2mp\mapsrc"
"CordonTexture" "tools\toolsskybox"
"MaterialExcludeCount" "0"
"GameExe" "c:\program files\steam\steamapps\asus@houston.rr.com\half-life 2 deathmatch\hl2.exe"
"BSP" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k\bin\vbsp.exe"
"Vis" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k\bin\vvis.exe"
"Light" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k\bin\vrad.exe"
"BSPDir" "c:\program files\steam\steamapps\asus@houston.rr.com\half-life 2 deathmatch\hl2mp\maps"
"GameData0" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k\bin\hl2mp.fgd"
}
}
}
}
"Day of Defeat: Source"
{
"GameDir" "c:\program files\steam\steamapps\asus@houston.rr.com\day of defeat source\dod"
"hammer"
{
"TextureFormat" "5"
"MapFormat" "4"
"DefaultTextureScale" "0.250000"
"DefaultLightmapScale" "16"
"DefaultSolidEntity" "func_detail"
"DefaultPointEntity" "info_player_allies"
"GameExeDir" "c:\program files\steam\steamapps\asus@houston.rr.com\day of defeat source"
"MapDir" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k_content\dods\mapsrc"
"CordonTexture" "tools\toolsskybox"
"MaterialExcludeCount" "0"
"GameExe" "c:\program files\steam\steamapps\asus@houston.rr.com\cday of defeat source\hl2.exe"
"BSP" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k\bin\vbsp.exe"
"Vis" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k\bin\vvis.exe"
"Light" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k\bin\vrad.exe"
"BSPDir" "c:\program files\steam\steamapps\asus@houston.rr.com\day of defeat source\dod\maps"
"GameData0" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k\bin\dodcustom.fgd"
}
}


-AFTER-


"Half-Life 2: Deathmatch"
{
"GameDir" "c:\program files\steam\steamapps\asus@houston.rr.com\half-life 2 deathmatch\hl2mp"
"hammer"
{
"TextureFormat" "5"
"MapFormat" "4"
"DefaultTextureScale" "0.250000"
"DefaultLightmapScale" "16"
"DefaultSolidEntity" "func_detail"
"DefaultPointEntity" "info_player_deathmatch"
"GameExeDir" "c:\program files\steam\steamapps\asus@houston.rr.com\half-life 2 deathmatch"
"MapDir" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k_content\hl2mp\mapsrc"
"CordonTexture" "tools\toolsskybox"
"MaterialExcludeCount" "0"
"GameExe" "c:\program files\steam\steamapps\asus@houston.rr.com\half-life 2 deathmatch\hl2.exe"
"BSP" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k\bin\vbsp.exe"
"Vis" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k\bin\vvis.exe"
"Light" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k\bin\vrad.exe"
"BSPDir" "c:\program files\steam\steamapps\asus@houston.rr.com\half-life 2 deathmatch\hl2mp\maps"
"GameData0" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k\bin\hl2mp.fgd"
}
}
"Day of Defeat: Source"
{
"GameDir" "c:\program files\steam\steamapps\asus@houston.rr.com\day of defeat source\dod"
"hammer"
{
"TextureFormat" "5"
"MapFormat" "4"
"DefaultTextureScale" "0.250000"
"DefaultLightmapScale" "16"
"DefaultSolidEntity" "func_detail"
"DefaultPointEntity" "info_player_allies"
"GameExeDir" "c:\program files\steam\steamapps\asus@houston.rr.com\day of defeat source"
"MapDir" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k_content\dods\mapsrc"
"CordonTexture" "tools\toolsskybox"
"MaterialExcludeCount" "0"
"GameExe" "c:\program files\steam\steamapps\asus@houston.rr.com\cday of defeat source\hl2.exe"
"BSP" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k\bin\vbsp.exe"
"Vis" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k\bin\vvis.exe"
"Light" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k\bin\vrad.exe"
"BSPDir" "c:\program files\steam\steamapps\asus@houston.rr.com\day of defeat source\dod\maps"
"GameData0" "c:\program files\steam\steamapps\asus@houston.rr.com\sourcesd k\bin\dodcustom.fgd"
}
}
}
}

George
09-30-2005, 09:42 AM
Nice one Mungo! It's taken me 3 years to register on these forums (from what I saw it was just a flame-fest) but you've made my first post well worth it ;)

Good Job :carrot:

CoolHand
09-30-2005, 03:05 PM
Nice I was able to load my dods map I started in CSS and was able to compile it. Still have a lot of texturing to do but work well. Fun to try out the MG in it :)

Caldbeck
10-02-2005, 03:24 AM
Excellent :D

Got it working n all now, just a quick question.

Is there any way to filter out the HL/CS:S textures and models, so that hammer only shows the DOD:S textures and models ?

Furyo
10-02-2005, 03:38 AM
easy enough, don't extract any materials/textures from the CSS/HL2 gcf into your dod source folder. Then what you see is what you get in terms of models/textures. There are some that are in the "source textures.gcf" and "source models.gcf" but these are shared by all games.

Caldbeck
10-02-2005, 05:59 AM
ok, now my hammer is crashing with a error every time i try to load it. Ive gone thru the instructions, backwards and forewards, and traced it to the point where i change the Steamappid to 300. if its on 220, hammers works ok (although only with HL/CS:S textures), if i change it to 300, i get this error ;;; _


http://homepage.ntlworld.com/stubaynton/images/hammer_error_01.jpg

Caldbeck
10-02-2005, 03:21 PM
any ideas ?

MungoToadfoot
10-02-2005, 05:26 PM
Hmm.. Well the default for the file is 240 not 220; however I can't really help unless you attach your file here and I'll take a look at it.

If all else fails you will just have to wait until the offical release of the SDK.

Riggs1234
10-02-2005, 07:25 PM
crap. I can't filter out the other materials. I haven't extracted anything into my DOD:S folders anywhere because the SDK does it for you. How can I make them go away?

I tried the exclude material directory list and added the materials folder of each game except dod source. It only let me add three folders which were the css, hl2, hl2dm materials folders in the sdk directory. And after I added them it represented them in the list as just a "c" for each one. I don't want any other textures in there. I would actually like to make my own.

I'm guessing I'm not headed in the right direction here? How do I remove them?

EDIT: I am not seeing very many DOD Source textures at all. I would really appreciate an explanation of this please.

Riggs1234
10-02-2005, 08:35 PM
Does anyone know how to remove the non-dod textures from hammer? Please. lol I am running out of ideas.

So odd, my freind has just the dod source textures and somehow I don't. I have everything.

elebetsamer
10-03-2005, 09:48 AM
I just tried this out, and the only problem seems to be that I have no Entities. Any advice?

Thanks.

jonnyboi
10-03-2005, 11:23 AM
has anyone found the tree models in the directories? the ones under prop_foliage are all trees without leaves. Any thoughts?

Caldbeck
10-03-2005, 11:31 AM
to get the leaves to show on the bare trees, go to its properties (Alt + Enter) and change the skin from 0 to 1

jonnyboi
10-03-2005, 01:08 PM
thanks ;)

MungoToadfoot
10-03-2005, 02:11 PM
Riggs: I'm not sure how to change / filter the textures. When i set mine up if had all the hl2 textures, plus the DoD textures which I though was a good blend of stuff to work with. Sorry I can't be more help.

elebetsamer: If you read earlier you would see that this is a very basic .fgd and it does have the declarations for the entities but none of them work except info_player_allies and info_player_axis. We will have to wait for the offical release of the fgd or I can figure out how the entities work before we can functionally make our maps work. Right now I find it nice enough to worry about the construction and textures and then I can add the entities at a later time.

Stuka
10-03-2005, 02:48 PM
Ok I need some help,

I've changed the SteamAppsId thing in the gameinfo.txt to 300, yet, I still get the source models.gcf loading, and not the dod one...any ideas?

MajesticM00se
10-03-2005, 06:15 PM
nice dude works great remember to check your directories!

i use:

f:/program files/steam/steamapps/<Email>/

and not

c:/program files/valve/steam/steamapps/<Email>/

Watchtower
10-03-2005, 06:26 PM
you can filter out dod textures by typing "dod" in the keywords.

anzio, donner, flash and avalanche are also keywords.

Blue[)evil
10-03-2005, 08:08 PM
Sweet mungo great job!.
I wanna get started on a Winter Forest map. I was making one for 1.3 but then i realized that source was around the bend and waited till now :)

Trp. Jed
10-04-2005, 03:38 PM
In GameInfo.txt, if you change the ID to 300 and run DoD it gets changed back to its default. Its because the file is flagged as critical in the GCF and if its different to the one inside it gets replaced.

You'll need to make it read-only to stop it resetting the ID. It could be the reason that content from the DoD GCF doesnt show up in hammer - i.e. resets back to 220 = HL2, doesnt show DoD content.

Stuka
10-04-2005, 03:51 PM
I thought of that..but I check it and right now it is 300, and it only reset itself after the first time I ran dod after the change, it doesn't reset anymore

Tonedef
10-04-2005, 09:17 PM
Is there any idea how to get HDR lights to work ingame?? I opened up a map in notepad and it had several references to HDR in it...such as '_lightHDR', '_ambientHDR', 'materials/maps/dod_donner/cubemapdefault.hdr.vtf', 'materials/maps/dod_donner/c2000_-1104_80.hdr.vtf', 'materials/maps/dod_donner/c376_-1720_48.hdr.vtf',, and so on like the last 2. Now is there any entity that could be put into that fgd to allow us to atleast have it when we start the map up?

Propaganda
10-04-2005, 09:27 PM
Tell me something MungoToadfoot, what maps do you have in development? Funny that someone who whipped this out of the top of their head almost as soon as source came out knows so much, yet has never ever posted WIP or even a release, or even posted much of anything, other then 3 "very informed" posts on how dod source works. Even funnier is the fact you were never even registered on this forums until the day after source being released. Amazing.

*cough* :rolleyes:

Would the real MungoToadfoot please stand up?

Who wants to start a pool on who this guy really is...?

Tonedef
10-04-2005, 09:48 PM
There are many reasons he could know what he knows.

1. Could have sat down and pourd over it for hours (not that hard to grasp if you put the time into it)

2. Could have more experience modeling than mapping.

3. Could have known most of this stuff from CSS.

The reasons he could have never posted WIP shots.

1. He sucks

2. He did most of his 'sharing' elsewhere.

And reasons why he is 'new'

1. The coming of Source brought him here.

2. He could have been under another name a while back and decided to try something new.

3. A random Joe who thought he would share his knowledge with those who could use it most.


No need to be an ass..

Propaganda
10-04-2005, 10:24 PM
Whatever. It was somewhat of sarcastic humor, I didn't realize that made me ass and wasn't allowed here. Forgive me sir for annoying you.

"A random Joe" figures out how it all works in one day? Yeah ok.

:sheep:

Thank you random Joe for setting us up to source map.

josh_u[RR]
10-05-2005, 01:07 AM
tonedef, I think he was trying to hint that maybe we already know this guy, like he's a dev in disguise or something.

wether he is or not, its some good info.

Tonedef
10-05-2005, 02:18 AM
Oh dude I wasn't trying to be an ass about the ass thing...there was supposed to be a :p at the end! I am so sorry :(

Propaganda
10-05-2005, 07:56 AM
I think it's a dev or someone thats very tight with them, or someone thats been doing this a long time. Anyway that being said, I followed this to a "t" and it works perfectly, including flags. There are a few missing entities, but other then that I have no issues with this configuration. Thanks for the setup.

MungoToadfoot
10-05-2005, 01:15 PM
Well since everyone seems to want to know who I am.. Lets just put it this way. First off I was never big into getting involved vocally in the community. I was more of a silent observer, I read what I needed in the forums and used it. That is why I am a new to sign up to the forums. I did post this thread because I thought I had important information for people who were doing maps. I have never posted any WIPs because I didn't feel it was necessary. I'm not one to brag or try to gain the approval of the community by showing them half done pictures of a poorly designed map off the old engine. Plus, with a rigorous work and school schedule I didn't have hours to devote to map making.

You asked how I knew so much about the source engine and figuring all the information out. Well lets see, I graduated college with a Bachelors Degree in Computer Engineering and a Minor in Computer Science. Not only do I do programming (yes I have even started to make a MOD of my own but got overwhelmed with other things), I design, test and build circuit boards and chips on a daily basis. So that being said, I sat down here one night with my knowledge of Hammer, and knowledge of Steam and Source and figured things out. I tested things that didn't work, and I spent hours decompressing textures and other things until I figured out the solution. The fgd is not too hard to edit, well for me it isn't and I keep working on it so that I might get some of the entities to work at least at a very basic level. I never saw the beta fgd that everyone is talking about and I just put together mine from pieces of the the cstrike source fgd and the DoD 1.3 fgd. I edited some paths and wrote up the section on the weapons. Now the hard part is figuring out how the enities work in source.

So yeah, I guess you would say a "Random Joe" figured all this out, but it took lots of research and one very long night. However, if my information helped out the community in some small part then I am happy and the work was worth it.

Sorry it took so long to reply, my work just switched my hours to 12AM - 7AM, 7 Days/Wk... so I'm still trying to get used to the new sleep pattern.

Ace_McGirk
10-06-2005, 01:46 AM
/me buys mungo a beer

Mussolini HeadK
10-06-2005, 02:57 AM
Originally posted by MungoToadfoot
if my information helped out the community in some small part then I am happy and the work was worth it.
It has and thankyou very much for your time spent on this Mungo.

Regards
Musso

Propaganda
10-06-2005, 12:45 PM
Hmmmm this all worked fine for me, when I loaded hammer last night, all of a sudden I can't see the dod textures in hammer, none of them, any ideas?

cheese-sarnie
10-06-2005, 12:47 PM
hi
every time you run dods the gameinfo.txt can reset the gcf reference to 220.
before you run hammer edit the file again to 300.

Ginger Lord
10-06-2005, 12:50 PM
I just made a batch file and run it to do the job from a desktop shortcut.

Making the gameinfo.txt read only didnt work.

Trp. Jed
10-06-2005, 01:21 PM
Originally posted by Ginger Lord
Making the gameinfo.txt read only didnt work.

Kinda scary that Steam ignores a low-level file system attribute like that. :eek:

MungoToadfoot
10-06-2005, 03:37 PM
I think ginger lord has the right idea with the batch file to change it. For some reason it didn't seem to be a problem for a day or two, but now steam decides to overwrite the file on a consistent basis and I haven't found out what causes it. One other thing you can try is edit the GameInfo.txt change it to 300 and copy it to another directory like c:\temp\dods or something like that.. Now copy the quote below:
@echo off
del c:\progra~1\valve\steam\steama~1\<email>\dayofd~2\dod\GameInfo.txt
copy c:\temp\dods\GameInfo.txt c:\progra~1\valve\steam\steama~1\<email>\dayofd~2\dod\
C:\Progra~1\Valve\Steam\Steam.exe -applaunch 211 and place it in an empty notepad file and save it to hammersetup.bat or something like that. Make sure when you save it you change the save as box from .txt to All Files or it will save it as hammersetup.bat.txt and it won't work (Score one for Microsoft). Make sure you add in your email address for steam directory and then place it on your desktop. Now whenever you want to run source SDK just doubleclick the batch file and it will re-copy the gameinfo.txt and launch the SDK main menu.

What the batch file does is deletes the Steam GameInfo.txt and replaces it with your modified one. If it works, you should notice /rain and /snow as the first two textures in hammer.

meelo
10-08-2005, 03:12 PM
Mungo, you did some pretty swell work there but I couldn't resist the temptation to see if I could take it a step further.

I took what you had going in the FGD and updated the control point, capture area and control point master entities with input/output triggers and also with the options required to get capture points working.

So now the FGD allows Spawn Points, weapons and working flag capture points.

Please visit http://www.ztgames.com/ for the updated version, the zip file includes Mungo's original fgd, my altered fgd and a bsp and vmf file showing the flag capture points and how they work. Hopefully the more saavy folks can figure them out.

The zip should be linked off the main page and files section soon, until then you can download it off the forums http://www.ztgames.com/vbulletin/showthread.php?p=2437#post2437

Obviously HDR isn't working and I couldn't get flag icons to show up on the minimap radar, but I'll bet that minimap is created along the same lines as the counter-strike overviews (that nobody ever made) http://www.valve-erc.com/srcsdk/Levels/overviews.html

If anybody has questions it's best to try to reach me at ZT, but I'll also try to check back here now and again too.

elebetsamer
10-08-2005, 06:31 PM
I must still not have my Hammer configured right. When I load any maps, all I get is obsolete for everything. Can anyone help me get this ironed out? I got Hammer configured for DoD:s, by following this http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=55247

I also have not a single entity in my selection list, when I click the entity tool.

Any ideas?

Thanks.

http://gaclan.net/props_foliage_obsolete.jpg
http://gaclan.net/props_foliage_obsolete.jpg

meelo
10-08-2005, 07:09 PM
What I found worked better than hacking the steam files to try and trick hammer into loading DoD was to use the SDK to create a "mod" from scratch.

Using GCFscape I extracted the contents of the dod.gcf into my mod folder, giving me a duplicate of Dod. It works exactly the same as official DoD except the buttons have funky names. Everything else is identical.

You can then load hammer with the custom FGD. This allows you to skip the need ofr a batch file to screw with steam settings and when the official SDK is released you won't have to worry about conflicts, errors or corruption.

The bad news to that is you'll have to extract the whole GCF so for those of you with limited HD space it might not be all that much fun.

I still prefer it to altering Steam files though.

elebetsamer
10-09-2005, 09:05 PM
Well, I have tried doing it as it's own mod too, and I still have nothing but obsoletes showing up. So, I guess I may have to wait until a proper SDK release is made... Or I'll just have to stick to doing brushwork for now. That is, unless anyone else can point me in the write direction.

elebetsamer
10-09-2005, 09:16 PM
Well, I just tried V2 of the fgd again, as provided by meelo. And this time I got it working. Woohoo... Now I can start working on my first map ever and then I can post it here to get ripped by the pros. My dreams are finally turning into reality.

meelo
10-09-2005, 11:45 PM
Glad to be of service (:

Soiled Undergarment
10-10-2005, 03:16 PM
wow you guys are really breaking this down and finding some ways into mappin for DOD:S

although I've only ever made one map (de_sackhammer ... see my website) I was waiting for DOD:S to come round cause CS is boring.

Being a DoD 1.3beta guy, I got out of the game during its big assed surge into version1, once it went commercial on the HL1 engine I played it twice and never touched it again. But with DoD:Source, the fun is back, I was playing all these great lookin games (Doom3, BiA, HL2 etc) and DOD on HL1 just never did it for me.

So now, the HDR Lighting, and all the new stuff in the game has brought the fun back.



back to mapping discussion

I made Sackhammer for CSS to get used to Hammer, so by the time DoDS came out i would be familiar with it, and now that I've been playing these 4 DODS maps to death, I've started coming up with designs for my DoDS map.

this thread will definatly help me get rolling, but I dont like to start mapping untill Im pretty sure on what i want to do first.... eventho this thread should help me, if I put lots of design into this map, Valve would have probably already patched it up by the time im ready to start.

you think i should just plan the map until the official tools are out? cause if i get to far into the map and they decide to change things, could my map work in hammer be turned upside down by possible changes in the official release???

meelo
10-11-2005, 02:37 PM
If you've got a good plan for a map, it wouldn't hurt to get started on construction. Valve won't be changing the names of the important entities (dod_control_point, dod_control_point_master, dod_capture_area) because that would break the current maps.

Re-releasing those maps to support new entity names wouldn't make sense, so using these current FGDs shouldn't break anything when the official tools come out.

Worst case scenario, the official tools come out and you have more models and textures to work with but have to remake your entities like the spawn points and flags. I loaded a CS map I did earlier in DoD, CS entities were broken, but not deleted, textures were missing but brushes still existed and detail props from CS weren't there, but the entities were, once again, still around. It's a fairly quick and simple fix to use the replace texture tool to put a new texture onto a blank brush.

In any case, it's up to you as to whether you begin now or wait. Good luck on your mapping, regardless!

deddaz
10-13-2005, 03:26 PM
omfg, impressive tutorial Mungo. I even tried to dl sdk just to see what it was like, and I didn't bother to make a dods version or anything, I thought I just had to play around a bit... but guess what, I didn't have a clue at all. SDK is a complete mystery for me, and I think I'll leave all the mapping to someone else :D

I just can't understand how to do anything in hammer :D

MenZa
10-15-2005, 08:11 AM
Hey, very nice. Here's another download link, I found the other hosting a bit slow:

http://www.menza.org/files/dodscustom.fgd

Cheers.

StreamlineData
10-22-2005, 01:06 AM
Originally posted by MenZa
Here's another download link, I found the other hosting a bit slowLOL... I think it's slow because my host is/was changing datacenters.

ilcannibal
10-23-2005, 06:05 PM
Is there a source bsp tool to view map then export it like bsp viewer

I need a program that will make res files as well.

Anachron
10-26-2005, 12:47 AM
After spending a day or two beating my head against the wall trying to figure out HOW you people were getting DOD Source maps built, I finally read this post and got my own test map built, compiled, and played in less that 45 min. (it's an empty box w/ a light)

Mungo is my hero.

Now I gotta go build my super cool "UFO shot down by German AAA" map.

I kid you not, it's gonna be sweet...
if I ever finish.

-Anachron

CoolHand
10-29-2005, 09:44 PM
bump

FuzzDad
10-29-2005, 09:51 PM
We don't bump here...leave threads alone unless you have a constructive post.

CoolHand
10-29-2005, 10:14 PM
I did not know about it and since every 2 days one ask how to map in dod source I keep shearching for this link to reply to them. Just tought it would have been usefull or that the thread could have been a sticky to help all the mapper trying to figure it out.

Anyway I won't do it again, sorry.

hobosphere
10-30-2005, 01:08 AM
bump :)

This thread was very helpful.

Ca-Chicken-Soup
10-30-2005, 01:18 AM
Originally posted by hobosphere
bump :)
This thread was very helpful.

Originally posted by FuzzDad
We don't bump here...leave threads alone unless you have a constructive post.

:mod:

omni
10-31-2005, 11:45 AM
ok finally fixed, sorry!

Echelon
11-15-2005, 04:57 PM
So according to the tutorial above, the flag caps dont work, yet I'm seeing a slew of custom maps with working CP's. What's the deal? (Note: I haven't tried yet.)

TheMiede
11-15-2005, 10:23 PM
Mine worked with this FGD. Why doesnt yours. Do you not have the entities?

contucukey
11-18-2005, 05:38 PM
Mine works but I can’t put entities the list is just blank:confused:

contucukey
11-18-2005, 06:06 PM
hear is a pic http://img293.imageshack.us/my.php?image=dod0gc.jpg

TheMiede
11-18-2005, 07:20 PM
Are you sure its point to the right directory for you FGD file?

contucukey
11-19-2005, 08:00 PM
yep file path is c:/program files/valve/steam/steamapps/username/sourcesdk/bin

izuno
11-19-2005, 08:21 PM
Stickied.

Deceptoris
11-23-2005, 08:46 AM
Like several other people, I don't have any entities in my list. Granted, if you create an entity and name it what you want it to be, it will work in game...sometimes. Like spawn points. But entities like func_dustcloud 1. dont work 2. no options to mess with them show up in the properties window. Now, I know its possible because one of my clan members IS able to edit entities. He followed this threads tutorial exactly, so did I. Yet, typically, mine doesn't work. Boohoo. Anyways, if someone has a fix for this, could you post it up?

Thanks.

EDIT: Now they work. I don't know why. I compiled a map, it didn't run, then I played a few games with my clan, then I tried again, reloading steam, and I have models and entities. Very strange...
I'm not sure why mine work now, sorry. But if I find out I'll post it.

r00t
12-14-2005, 11:16 AM
Hi just reviving this thread for a Q: I have kind of the same problem as elebetsamer had.

I had hammer working fine with the .fgd that MungoToadfoot supplied. Only problem was that I couldn't actually cap my flags and the little icons top left showed up all funky.
Now I hoped to get this sorted by copying meelo's .fgd to the \bin folder.

Now everything in the map is also obsolete and no entities are shown in the box on the right of hammer (u know..)
It's like hammer doesn't include the fgd file or something...

I restarted my compu and re-opened sdk just to make sure, but it doesn't make a difference..

Idea anyone??? :confused:
btw, I've set everything up like explained on post 1 of this tread..
.r00ty

r00t
12-14-2005, 11:30 AM
!arg!
I'm feeling badly taken in the backside atm.. Replaced the fgd with the one that worked before, restarted steam and now everything is STILL obsolete...
don't feel much for setting up everything again..
what could be the cause for this?

[oap]Agent_S
12-14-2005, 11:31 AM
Ok you might have missed it but the FGD mungo made has been surpassed by the Beta of hammer SDK that includes the official DOD-S FGD, that will give you flags that work fine.

Just add -beta sdk to the end of your steam shortcut outside the " " marks

i.e.
"C:\Program Files\Valve\Steam\Steam.exe" -beta sdk

there are a few small problems, after you have done this you may have to run DOD-S once, or you may have to refresh your SDK content.

Hope this helps

r00t
12-14-2005, 11:56 AM
Great stuff it works fine now!

I'm new to mapping and boy... it's a real MAZE out there with all the tuts and different versions.

Anyway, Thanks a bunch agent_S!

[oap]Agent_S
12-14-2005, 02:27 PM
Originally posted by r00t
Great stuff it works fine now!

I'm new to mapping and boy... it's a real MAZE out there with all the tuts and different versions.

Anyway, Thanks a bunch agent_S!

Your more than welcome, youve started in the right way reading tut's but there is so much to learn, if you ever read a tut and gets stuck / dont understand it there are plenty of us in here willing to help.

Enjoy your 6 hour mapping sessions :D

BeetleBailey
12-28-2005, 08:53 PM
I've done all of this and rechecked it twice but when I click Run map it compiles and then won't run the map. Any ideas?

StreamlineData
12-30-2005, 10:57 AM
Originally posted by BeetleBailey
I've done all of this and rechecked it twice but when I click Run map it compiles and then won't run the map. Any ideas? Yes. Don't go according to this thread ;)

Just use the betaSDK ("- betaSDK"). Has the FGD and a fully functional compiler.

:)

BeetleBailey
12-30-2005, 01:42 PM
Originally posted by StreamlineData
Just use the betaSDK ("- betaSDK"). Has the FGD and a fully functional compiler.


Lots of questions...trying to figure out this mapping thing.


I made a shortcut to steam on my desktop with the -betasdk ending on it. The download bar comes up and then it says, ""Steam is temporarily unavailable, please try later"


Any ideas?

prone ranger
12-31-2005, 06:34 AM
try "-beta sdk"
I have a space between beta and sdk in my launch options and hammer works pretty well for me

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.