

It's highly recommended however that you do not edit any of the default WAD files that come with your game, especially if your game is not a Steam purchased copy. You can insert any WAD files you wish, whether they come from other GoldSource games, the internet, or if you make them yourself. GoldSource textures are stored inside of large image library files known as WAD3 files. Textures are the images used to make your cubes and cylinders look like crates and barrels. This is where the game usually looks for maps. This is at common\Half-Life SDK\Hammer Editor\tools\qrad.exe. Dynamic lighting, like the HEV flashlight, is done directly in the game. RAD adds unchanging and toggleable lighting into your map, so it won't look so flat and boring. This is at common\Half-Life SDK\Hammer Editor\tools\vis.exe. VIS determines what is visible from within each visleaf, which is used to save RAM for computers. This is at common\Half-Life SDK\Hammer Editor\tools\qbsp2.exe. This is at common\Half-Life SDK\Hammer Editor\tools\qcsg.exe.īSP generates visleafs, based off the geometry made by CSG. It also adds entities, like info_player_start to your map. Unless you have some non-gaming purpose for Hammer, this should probably be common\Half-Life\hl.exe.ĬSG takes your brush geometry and turns it into something readable by the engine.
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exe file to open when the map finishes compiling. If you use those tools, you will have to give filepaths for those instead of the ones talked about below.Ī. Many mappers use Zoner's Half-Life Tools (ZHLT), a fan made modification of the original tools developed for Half-Life containing many fixes and improvements. These are the programs that process your level geometry, determine where to optimize for visibility, and add lighting to your map.

Now go to the tab labeled Build Programs. Compiled map files can be stored in another folder, which we will get to configuring near the end. The engine looks in common\Half-Life\\maps for maps, however, Hammer will generate quite a few files related to your map when saving or compiling, so you may find it preferable to have a separate folder to contain them all (usually named bspsrc). This is where Hammer will save all files related to your map every time you compile. For Half-Life, this is at common\Half-Life\valve. This is the folder holding game-specific files, such as models, animations, textures, etc. If you're not mapping for a mod, you can set it to the valve folder, but it shouldn't make a difference. Set this to the folder containing everything specific to your mod/game, such as common\Half-Life\bshift. You can change the default to any valid brush entity you want.

The FGD tells Hammer to automatically select button_target from the entity list when you tie a brush to an entity. You can change the default to any valid point entity you want. The FGD tells Hammer to automatically select aiscripted_sequence from the entity list when using the Entity Tool. These should be the only options listed for either. The Texture Format option should now say WAD3 (Half-Life / TFC) and the Map Type option should now say HalfLife / TFC.
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Note: ALL filepaths you enter for configurations need to be absolute, meaning they start with C:\ and include the full path to the folder or file.
