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Source 2 Hammer Bugs


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  • 7 months later...
On 5/18/2020 at 2:39 PM, Jared said:

Importing source 1.0 vmf maps doesn't appear to work, or is at least 64 times too small, and even in that case, the texture coordinate data seems corrupt/random






After many years of trial and error, going off of almost zero documentation other than a poorly worded but still somewhat helpful tutorial on the valve developer community, and dota 2 gameinfo.gi on github gametracker, I have stumbled into how to import a source 1.0 vmf, the steps for Half-Life: Alyx are as follows:

Create a default-new "addon" where you'll keep the imported materials / textures / models.

Then the easiest way to batch import source1 content is using https://github.com/AlpyneDreams/source2utils, after you're done with those tools and you have a folder of .vmat and .tga I like use https://www.xnview.com/en/xnviewmp/#downloads to batch convert all the .tga to have a color depth of 32 with 255 alpha, otherwise source2 cant read it, and enable RLE compression, its lossless and reduces OVER 60% of total file size. Move all of your imported content to that normal addon we made earlier.

Now, here's what I believe to be the magic sauce... create a "MOD" (not a addon :)) of your original source1 content on the game-side, not content-side, located at for example "E:\SteamLibrary\steamapps\common\Half-Life Alyx\game\source1mod". A very important note, along with your source1 content, you also need to have a normal source1 gameinfo.txt, located right next to your materials / models folders, the one from tf2 for example would work.

Then, (THE Real magic), open up "E:\SteamLibrary\steamapps\common\Half-Life Alyx\game\hlvr" and edit the "gameinfo.gi" file with a text editor, scroll down to find... Source1Import !

Set importmod, and importdir to your source1 content mod you made, like so :

"importmod" "source1mod"
"importdir" "..\source1mod"

NOW before you run off and try and import a .vmf from your desktop, you need to place even the source .vmf in a special location, on the content-side, not game-side, for example "E:\SteamLibrary\steamapps\common\Half-Life Alyx\content\source1mod\maps\ctf_2fort_d.vmf"

Finally using google I was able to find very little parameters for "Source1Import", but I did find a few, how useful they are is yet to be understood, probably best to start with the default no parameters.

"synthesizeMeshNames" "1"
"ignoreParticleManifest" "1"
"getSkinningFromLod0ByDefault" "0"
"createStaticOverlays" "1" // info_overlay entities will be converted to static overlay nodes instead of preserved as Info_overlay entities

Hopefully this made sense, I'll think about making a more detailed FULL tutorial on steam guides or something later, I'll edit this to have a link to that if I do end up making it. Thanks!

Edited by Jared
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  • 2 weeks later...
  • 2 years later...

I don't know if this is a bug or operator error, but I'm trying to boot a CS2 map from Hammer and play it as a deathmatch. It keeps booting into Demolition / Competitive mode and when I try to use the command string 'game_mode 2;game_type 1;exec gamemode_deathmatch; mp_match_end_restart 1' it crashes my game. This was working just fine yesterday. The console gives me this when it crashes:

] game_mode 2;game_type 1;exec gamemode_deathmatch; mp_match_end_restart 1
execing gamemode_deathmatch
ResetBreakpadAppId: Universe is 1 (k_EUniversePublic)
ResetBreakpadAppId: Setting non standard break pad app id: 2347779
Disconnected From 'Localhost:29000'
Connecting To 'Localhost:29000'
Listening For Application On 'Localhost:29000'

I also constantly get 'Steam is required to join a game. Please check your connection to Steam and try again.', then 'No Steam log on.'  error and am booted back to the main menu after a couple minutes in the match.

Am I doing something wrong?

Edited by Tough Guy Spaghetti
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  • 3 months later...

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