Nice tutorial! But I'd recommend to change the compilers to the ones modified by Uncle Mike, they (supposedly) run faster and you can even enable shadows for static models (like trees or bushes). And there's an enhanced version of HLMV from Solokiller. And also there's a better model compiler - Sven Coop one - which places the model's textures right where they supposed to be, which means you could decompile and recompile models without screwing up the textures.
UPDATE: *Now the HLMV of Solokiller was succeeded by another one called "Half-Life Asset Manager.""* But you can still use HLMV if you has PC old potato, because in some PCs the HLAM doesn't work so, if it is your case you can still use HLMV or Jed's Model Viewer.
I use to make maps for popular half life mods which had like no tutorials, and the game itself half life is a lot easier cause tutorials are easy to find and your tutorials are a great start, thx :D
Your video has inspired me to get started on the modding scene. My dream is to one day be able to model my house on the engine. Thank you for your efforts and for your charismatic persona!
Thanks for providing Seedee's compile tools. I had some issues trying to find more recent compile tools compared to these 6+ year old ones I've been using before.
Hey, did your antivirus/windows defender detected any malicious program when you downloaded Seedee's complile tool by any chance? if so, and in the original FPSbanana upload Seedee have claimed it might be a false positive, how's your machine running, or have you detected anything out of the ordinary after downloading it? Sorry for bothering with a heap of questions, the thing is, i've been trying to create my own mod for goldsrc for years now, and i'm always stumbling upon malicious programs and i've had to format my old machine a handful of times because of it. Thank you for your attention, have a good one!
@@pedromiguel748 My antivirus program did spot something malicious with it but it was pretty much a false positive. My PC is running just fine so you should be fine as well. 👍
Thank you so much for making this series!!! GoldSrc mapping has always seen really cool but it seems difficult to start, but these tutorials are great!!
Even though I still use Half life SDK I still think that this tutorial is great for people who want there maps to be played where as I just wanna have fun. :) also very entertaining video It didnt feel to long and the gags are hilarious.
Good video, though I would strongly urge mappers NOT to use JACK. We've experienced an excessive amount of corruption in both the 2022 and 2023 Ragemap projects for Sven Co-op. Issues we've noticed so far: * Removes the value from the "monstertype" from env_xenmaker. This leads to 'Spawned a NULL entity' errors in-game. * Appends its own junk duplicate keys to entities (such as "angles", even to entities that don't use them). * Very inconsistent about reading and saving "spawnflags", causing a bug of randomly un-setting "spawnflags". (Likely caused by JMF having duplicate fields for "spawnflags", hinting that the internal editor data type does as well.) * Removes the "start off" flag on a "trigger_push". * Removes the "start on" flag on a "env_sprite". * When migrating a map from an JMF to RMF in J.A.C.K., any tied brush entities from the source map (JMF) to the destination map (RMF) will be untied. * A "game_text" with a long message will overflow its value into the key name, causing the message to appear empty in game. ("message" key is overwritten with lpart of the message text.) * Layered visibility groups are not indicated in the UI. This makes it difficult to remove things from groups. (They'll appear to be removed but reload your map and they'll be right back in there.) Hammer 3.5 or Svencraft does not have these problems. The former sure is dated, but it doesn't corrupt your map sources. Definitely do NOT buy the paid version. You will get no support at all for these bugs or any others you encounter.
Song and Chanda are bots herd u can lose ur login by interacting w them anyway nice vid I'm working on an half-life deathmach remastered so this helped a lot 👌
So I've been messing around in JACK and I've managed to make a pretty decent map thanks to your tutorials. However, I try to compile it and it doesn't work. My first thought is that a leak is somewhere in my map so I search around and not to my surprise, there was a leak. I patch it up and compile my map again. It still doesn't work. So, I mess around a little bit and manage to find a way to compile my map properly. I select everything in my map and scale it down to something more manageable for the compiler and it works no problem. I don't want my map to be this small since I was only doing this for testing purposes. Do I need to buy the full version of JACK off of Steam? Thanks for the tutorials, they are super useful! Thanks.
Under no circumstances do you need to purchase the full version of JACK. If you want, you could send me your compile log and I could try and help diagnose the problem. Odds are if the map is too big, the goldsource engine is not gonna like it. Goldsource was made for hallways and indoor areas, it'll panic if things start getting too spacious.
@@Dimbark So I went back into JACK, compiled my map, and strangely enough I was able to play it. Also, the map is mainly hallways and small rooms so that's that. Here is the compile log, I saw that there were a few errors, so if you could take a look at the compile log that would be much appreciated. Thanks, again. ** Executing... ** Command: Change Directory ** Parameters: C:/Program Files (x86)/Steam/steamapps/common/Half-Life/valve ** Executing... ** Command: C:/Users/julie/Downloads/tools/sdHLCSG_x64.exe ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility" hlcsg 1.1.0 64-bit (Jul 4 2020) Seedee's Half-Life Tools v1.1.0 Based on code modifications by vluzacn Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (cdaniel9000@gmail.com) ----- BEGIN hlcsg ----- Command line: C:/Users/julie/Downloads/tools/sdHLCSG_x64.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility" Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility" -low -wadinclude sdhlt.wad -wadautodetect Entering C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility.map Current hlcsg Settings Name | Setting | Default ---------------------|-----------|------------------------- threads [ 4 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] reset logfile [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ off ] [ off ] estimate [ off ] [ off ] max texture memory [ 33554432 ] [ 33554432 ] max lighting memory [ 50331648 ] [ 50331648 ] priority [ Low ] [ Normal ] noclip [ off ] [ off ] null texture stripping[ on ] [ on ] clipnode economy mode [ off ] [ off ] clip hull type [ simple ] [ simple ] onlyents [ off ] [ off ] wadtextures [ on ] [ on ] skyclip [ on ] [ on ] hullfile [ None ] [ None ] wad configuration file[ None ] [ None ] wad.cfg group name [ None ] [ None ] nullfile [ None ] [ None ] nullify trigger [ on ] [ on ] min surface area [ 0.000 ] [ 0.000 ] brush union threshold [ 0.000 ] [ 0.000 ] map scaling [ None ] [ None ] light name optimize [ on ] [ on ] convert game_text [ on ] [ on ] world extent [ 4096 ] [ 65534 ] Using mapfile wad configuration Wadfiles not in use by the map will be excluded Wadinclude list : [sdhlt.wad] CreateBrush: (0.03 seconds) CSGBrush: (0.36 seconds) added 3 additional animating textures. Using Wadfile: \Program Files (x86)\Steam\steamapps\common\Half-Life\valve\halflife.wad - Contains 34 used textures, 100.00 percent of map (3116 textures in wad) Wad files required to run the map: "halflife.wad;" Texture usage is at 0.38 mb (of 32.00 mb MAX) 0.54 seconds elapsed ----- END hlcsg ----- ** Executing... ** Command: C:/Users/julie/Downloads/tools/sdHLBSP_x64.exe ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility" hlbsp 1.1.0 64-bit (Jul 4 2020) Seedee's Half-Life Tools v1.1.0 Based on code modifications by vluzacn Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (cdaniel9000@gmail.com) ----- BEGIN hlbsp ----- Command line: C:/Users/julie/Downloads/tools/sdHLBSP_x64.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility" Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility" -low -chart Current hlbsp Settings Name | Setting | Default -------------------|-----------|------------------------- threads [ 4 ] [ Varies ] verbose [ off ] [ off ] log [ on ] [ on ] developer [ 0 ] [ 0 ] chart [ on ] [ off ] estimate [ off ] [ off ] max texture memory [ 33554432 ] [ 33554432 ] priority [ Low ] [ Normal ] noclip [ off ] [ off ] nofill [ off ] [ off ] noinsidefill [ off ] [ off ] noopt [ off ] [ off ] no clipnode merging [ off ] [ off ] null tex. stripping [ on ] [ on ] notjunc [ off ] [ off ] nobrink [ off ] [ off ] subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512) max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536) remove hull 2 [ off ] [ off ] SolidBSP [hull 0] 428 (0.08 seconds) Warning: === LEAK in hull 0 === Entity light @ (-512,-384, 192) Error: A LEAK is a hole in the map, where the inside of it is exposed to the (unwanted) outside region. The entity listed in the error is just a helpful indication of where the beginning of the leak pointfile starts, so the beginning of the line can be quickly found and traced to until reaching the outside. Unless this entity is accidentally on the outside of the map, it probably should not be deleted. Some complex rotating objects entities need their origins outside the map. To deal with these, just enclose the origin brush with a solid world brush Leak pointfile generated SolidBSP [hull 1] 500...519 (0.09 seconds) SolidBSP [hull 2] 485 (0.09 seconds) SolidBSP [hull 3] 500...523 (0.09 seconds) Reduced 764 clipnodes to 720 Reduced 158 texinfos to 142 Reduced 34 texdatas to 34 (1500 bytes to 1500) Reduced 988 planes to 370 FixBrinks: Increased 720 clipnodes to 730. Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 2/512 128/32768 ( 0.4%) planes 370/32768 7400/655360 ( 1.1%) vertexes 2344/65535 28128/786420 ( 3.6%) nodes 433/32767 10392/786408 ( 1.3%) texinfos 142/32767 5680/1310680 ( 0.4%) faces 1848/65535 36960/1310700 ( 2.8%) * worldfaces 1838/32768 0/0 ( 5.6%) clipnodes 730/32767 5840/262136 ( 2.2%) leaves 258/32760 7224/917280 ( 0.8%) * worldleaves 251/8192 0/0 ( 3.1%) marksurfaces 2061/65535 4122/131070 ( 3.1%) surfedges 9276/512000 37104/2048000 ( 1.8%) edges 4639/256000 18556/1024000 ( 1.8%) texdata [variable] 1500/33554432 ( 0.0%) lightdata [variable] 0/50331648 ( 0.0%) visdata [variable] 0/8388608 ( 0.0%) entdata [variable] 602/2097152 ( 0.0%) * AllocBlock 11/64 0/0 (17.2%) 34 textures referenced === Total BSP file data space used: 163636 bytes === Wad files required to run the map: "halflife.wad;" 1.16 seconds elapsed ----- END hlbsp ----- ** Executing... ** Command: C:/Users/julie/Downloads/tools/sdHLVIS_x64.exe ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility" hlvis 1.1.0 64-bit (Jul 4 2020) Seedee's Half-Life Tools v1.1.0 Based on code modifications by vluzacn Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (cdaniel9000@gmail.com) ----- BEGIN hlvis ----- Command line: C:/Users/julie/Downloads/tools/sdHLVIS_x64.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility" Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility" -low >> There was a problem compiling the map. >> Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility.log for the cause. ----- END hlvis ----- ** Executing... ** Command: C:/Users/julie/Downloads/tools/sdHLRAD_x64.exe ** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility" hlrad 1.1.0 64-bit (Jul 4 2020) Seedee's Half-Life Tools v1.1.0 Based on code modifications by vluzacn Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (cdaniel9000@gmail.com) ----- BEGIN hlrad ----- Command line: C:/Users/julie/Downloads/tools/sdHLRAD_x64.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility" Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility" -low >> There was a problem compiling the map. >> Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility.log for the cause. ----- END hlrad ----- ** Executing... ** Command: Change Directory ** Parameters: C:/Program Files (x86)/Steam/steamapps/common/Half-Life ** Executing... ** Command: C:/Program Files (x86)/Steam/steamapps/common/Half-Life/hl.exe ** Parameters: -console -dev +map facility
@@nutmeg605 You've got a leak. Go to Map > Load Pointfile and it should create a line that shows you the leak. Specifically, a light at the coordinates (-512,-384, 192) is somewhere closeby to the void.
I play digital paintball redux a (half life mod) and we are desperately in need of a mapper to map current NXL layouts into the game. Reaching out to see if there’s anyone with these skills. We have a community of about 600 folks looking to pay if the maps are Nicky done. Please reach out
How does Seedees half life tools compare to VHLT? I've read VHLT is the best compiler tools currently but maybe seedees is newer? Also like I said in another video I would personally recommend trenchbroom over JACK or Hammer or Sledge or any of the other hammer derivatives out there, for me it was much easier to get used to than those and currently it supports everything you need to map for HL despite being a primarily quake based editor, the only thing it doesnt support currently is HL MDL viewing but work is being done on that, well and afaik it doesnt come with an official HL game config file yet so I had to download one when I started using it to map for HL a few months ago but maybe that's changed now
Seedee's compilers are more or less a cleaned up version of Vluzacn's compilers (because the code of Vluzacn's compilers are a mess from what i've heard)
I hope that Jackhammer will work, I just got HL1. My Half-Life 2 hammer glitched, or whatever error it is called and when I open the texture browser Hammer freezes and completely stop working. Ur absolutely right man, hammer sucks 😂😂😂
i map cs 1.6 maps for 2 years now, the only thing that upset me little bit is the unworking env_rain env_fog :(! in all gold src engines! including jackhammer!
You say to use Jed's Model Viewer. You then tell us to use SoloKiller's HLMV 2.0 instead. Upon arrival to the page I am told that "This tool has been superseded by Half-Life Asset Manager. You should only use Half-Life Model Viewer 2 if you cannot run Half-Life Asset Manager." Should I do that or what
Yeah, Half-Life SDK is very bad. Same with a bunch of other SDKs for Valve games. Bad. Hammer is horrible. As soon as Jackhammer gets Source support I'm getting it ASAP.
JACK won't ever get source support because the developer is very lazy. He has a paid version of JACK on Steam which adds bug fixes and achievements (so literally nothing improved from the free version). That should give you an idea of how much of a crap he gives. For now, you should use an improved version of Source's hammer made by Slartibarty here: knockout.chat/thread/992/1
because most of them come from the community itself. and no single community member has the expertise to perfect more than one component, and nobody agrees on the correct combination of components
@@Dimbark ** Executing... ** Command: Change Directory ** Parameters: D:\Steam\steamapps\common\Half-Life\valve ** Executing... ** Command: C:\Users\FFNX\Desktop\zhlt34_final_sse2_v2\hlcsg.exe ** Parameters: D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4 hlcsg 3.4 SSE 2 V2.0 (Oct 31 2009) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (amckern@yahoo.com) ----- BEGIN hlcsg ----- Command line: C:\Users\FFNX\Desktop\zhlt34_final_sse2_v2\hlcsg.exe D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4 Error: Error opening D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4: No such file or directory ----- END hlcsg ----- * WARNING: File was not built! "D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4.bsp" ** Executing... ** Command: C:\Users\FFNX\Desktop\zhlt34_final_sse2_v2\hlbsp.exe ** Parameters: D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4 hlbsp 3.4 SSE 2 V2.0 (Oct 31 2009) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (amckern@yahoo.com) ----- BEGIN hlbsp ----- Command line: C:\Users\FFNX\Desktop\zhlt34_final_sse2_v2\hlbsp.exe D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4 >> There was a problem compiling the map. >> Check the file D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.log for the cause. ----- END hlbsp ----- * WARNING: File was not built! "D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4.prt" ** Executing... ** Command: C:\Users\FFNX\Desktop\zhlt34_final_sse2_v2\hlvis.exe ** Parameters: D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4 hlvis 3.4 SSE 2 V2.0 (Oct 31 2009) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (amckern@yahoo.com) ----- BEGIN hlvis ----- Command line: C:\Users\FFNX\Desktop\zhlt34_final_sse2_v2\hlvis.exe D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4 >> There was a problem compiling the map. >> Check the file D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.log for the cause. ----- END hlvis ----- ** Executing... ** Command: C:\Users\FFNX\Desktop\zhlt34_final_sse2_v2\hlrad.exe ** Parameters: D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4 hlrad 3.4 SSE 2 V2.0 (Oct 31 2009) Zoner's Half-Life Compilation Tools -- Custom Build Based on code modifications by Sean 'Zoner' Cavanaugh Based on Valve's version, modified with permission. Submit detailed bug reports to (amckern@yahoo.com) ----- BEGIN hlrad ----- Command line: C:\Users\FFNX\Desktop\zhlt34_final_sse2_v2\hlrad.exe D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4 >> There was a problem compiling the map. >> Check the file D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.log for the cause. ----- END hlrad ----- ** Executing... ** Command: Change Directory ** Parameters: D:\Steam\steamapps\common\Half-Life ** Executing... ** Command: D:\Steam\steamapps\common\Half-Life\hl.exe ** Parameters: -console -dev +map Map1.4
Sorry for obfuscating the URL, YT kept removing my comment, you wouldn't believe how much trial-and-error it took to finally post it... Not sure if it's the original author or a reupload. Also note that this site seems quite NSFW.
@Dimbeak www.dropbox.com/sh/6r9ykxfnthvcse5/AABJn5BXf-5ITe8pkY-F3yaga?dl=0 i was able to get my map working , "dogmap good" but we i go to duplicate and mirror the map to the other side so i have can have two bases "dogmap 1 error" i get compiling errors "outside entries errors" do you know what i might be do wrong? seems like if it worked on "dogmap1 good" is should have no errors on "dogmap 1 errors" is it possible that there is a map size area limit that can be adjusted to allow duplication? i know other maps are similar to what iam trying to achieve . Also here the wad files I used www.dropbox.com/sh/6r9ykxfnthvcse5/AABJn5BXf-5ITe8pkY-F3yaga?dl=0 thanks lets me know when you get a chance
Nice tutorial! But I'd recommend to change the compilers to the ones modified by Uncle Mike, they (supposedly) run faster and you can even enable shadows for static models (like trees or bushes). And there's an enhanced version of HLMV from Solokiller. And also there's a better model compiler - Sven Coop one - which places the model's textures right where they supposed to be, which means you could decompile and recompile models without screwing up the textures.
I'm using both - seedee tools for csg, bsp and vis and uncle mike's rad
please help i went to the gamebanana page AND ALL THERE IS, IS WORDS AND NO DOWNLOAD BUTTON
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
UPDATE: *Now the HLMV of Solokiller was succeeded by another one called "Half-Life Asset Manager.""* But you can still use HLMV if you has PC old potato, because in some PCs the HLAM doesn't work so, if it is your case you can still use HLMV or Jed's Model Viewer.
tutorial that is also fun to watch, now that's what I need
Quick, to the point, easy to follow & funny.
Good shit.
2 years later and i have found this channel i am super lucky i searched up "how to use half life 1 hammer" and found this gold of a channel
I use to make maps for popular half life mods which had like no tutorials, and the game itself half life is a lot easier cause tutorials are easy to find
and your tutorials are a great start, thx :D
This channel needs more subs
Your video has inspired me to get started on the modding scene. My dream is to one day be able to model my house on the engine. Thank you for your efforts and for your charismatic persona!
Thanks for providing Seedee's compile tools. I had some issues trying to find more recent compile tools compared to these 6+ year old ones I've been using before.
Hey, did your antivirus/windows defender detected any malicious program when you downloaded Seedee's complile tool by any chance? if so, and in the original FPSbanana upload Seedee have claimed it might be a false positive, how's your machine running, or have you detected anything out of the ordinary after downloading it?
Sorry for bothering with a heap of questions, the thing is, i've been trying to create my own mod for goldsrc for years now, and i'm always stumbling upon malicious programs and i've had to format my old machine a handful of times because of it.
Thank you for your attention, have a good one!
@@pedromiguel748 My antivirus program did spot something malicious with it but it was pretty much a false positive. My PC is running just fine so you should be fine as well. 👍
bruh
Thank you so much for making this series!!! GoldSrc mapping has always seen really cool but it seems difficult to start, but these tutorials are great!!
thanks! also the FGD data file stands for "forge game data" because valve almost named the editor forge but then they changed to hammer
certainly more entertaining than most tutorials, thanks bro :)
please never stop making videos i just subscribed
i turned on notifications too
I love the use of FF7 music
Even though I still use Half life SDK I still think that this tutorial is great for people who want there maps to be played where as I just wanna have fun. :) also very entertaining video It didnt feel to long and the gags are hilarious.
hi please how the fuck do i setup half-life sdk without crashing
Good video, though I would strongly urge mappers NOT to use JACK.
We've experienced an excessive amount of corruption in both the 2022 and 2023 Ragemap projects for Sven Co-op. Issues we've noticed so far:
* Removes the value from the "monstertype" from env_xenmaker. This leads to 'Spawned a NULL entity' errors in-game.
* Appends its own junk duplicate keys to entities (such as "angles", even to entities that don't use them).
* Very inconsistent about reading and saving "spawnflags", causing a bug of randomly un-setting "spawnflags". (Likely caused by JMF having duplicate fields for "spawnflags", hinting that the internal editor data type does as well.)
* Removes the "start off" flag on a "trigger_push".
* Removes the "start on" flag on a "env_sprite".
* When migrating a map from an JMF to RMF in J.A.C.K., any tied brush entities from the source map (JMF) to the destination map (RMF) will be untied.
* A "game_text" with a long message will overflow its value into the key name, causing the message to appear empty in game. ("message" key is overwritten with lpart of the message text.)
* Layered visibility groups are not indicated in the UI. This makes it difficult to remove things from groups. (They'll appear to be removed but reload your map and they'll be right back in there.)
Hammer 3.5 or Svencraft does not have these problems. The former sure is dated, but it doesn't corrupt your map sources.
Definitely do NOT buy the paid version. You will get no support at all for these bugs or any others you encounter.
Song and Chanda are bots herd u can lose ur login by interacting w them anyway nice vid I'm working on an half-life deathmach remastered so this helped a lot 👌
i love the humor sprinkled in
im an old man. this guy is nuts and he made me lol.
THis is a great video!
Thanks a lot bro
this video saved me! 🙏
YOU ARE AWESOME!!!!!!!!!!!!
holy fuck these are good tutorials
Really useful, thanks!
Good work
yo can it be that the Seedee's Compile Tools link is wrong?
My mistake, fixing it ASAP.
So I've been messing around in JACK and I've managed to make a pretty decent map thanks to your tutorials. However, I try to compile it and it doesn't work. My first thought is that a leak is somewhere in my map so I search around and not to my surprise, there was a leak. I patch it up and compile my map again. It still doesn't work. So, I mess around a little bit and manage to find a way to compile my map properly. I select everything in my map and scale it down to something more manageable for the compiler and it works no problem. I don't want my map to be this small since I was only doing this for testing purposes. Do I need to buy the full version of JACK off of Steam? Thanks for the tutorials, they are super useful! Thanks.
Under no circumstances do you need to purchase the full version of JACK. If you want, you could send me your compile log and I could try and help diagnose the problem. Odds are if the map is too big, the goldsource engine is not gonna like it. Goldsource was made for hallways and indoor areas, it'll panic if things start getting too spacious.
@@Dimbark So I went back into JACK, compiled my map, and strangely enough I was able to play it. Also, the map is mainly hallways and small rooms so that's that. Here is the compile log, I saw that there were a few errors, so if you could take a look at the compile log that would be much appreciated. Thanks, again.
** Executing...
** Command: Change Directory
** Parameters: C:/Program Files (x86)/Steam/steamapps/common/Half-Life/valve
** Executing...
** Command: C:/Users/julie/Downloads/tools/sdHLCSG_x64.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility"
hlcsg 1.1.0 64-bit (Jul 4 2020)
Seedee's Half-Life Tools v1.1.0
Based on code modifications by vluzacn
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (cdaniel9000@gmail.com)
----- BEGIN hlcsg -----
Command line: C:/Users/julie/Downloads/tools/sdHLCSG_x64.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility" -low -wadinclude sdhlt.wad -wadautodetect
Entering C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility.map
Current hlcsg Settings
Name | Setting | Default
---------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
reset logfile [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ off ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
max lighting memory [ 50331648 ] [ 50331648 ]
priority [ Low ] [ Normal ]
noclip [ off ] [ off ]
null texture stripping[ on ] [ on ]
clipnode economy mode [ off ] [ off ]
clip hull type [ simple ] [ simple ]
onlyents [ off ] [ off ]
wadtextures [ on ] [ on ]
skyclip [ on ] [ on ]
hullfile [ None ] [ None ]
wad configuration file[ None ] [ None ]
wad.cfg group name [ None ] [ None ]
nullfile [ None ] [ None ]
nullify trigger [ on ] [ on ]
min surface area [ 0.000 ] [ 0.000 ]
brush union threshold [ 0.000 ] [ 0.000 ]
map scaling [ None ] [ None ]
light name optimize [ on ] [ on ]
convert game_text [ on ] [ on ]
world extent [ 4096 ] [ 65534 ]
Using mapfile wad configuration
Wadfiles not in use by the map will be excluded
Wadinclude list :
[sdhlt.wad]
CreateBrush:
(0.03 seconds)
CSGBrush:
(0.36 seconds)
added 3 additional animating textures.
Using Wadfile: \Program Files (x86)\Steam\steamapps\common\Half-Life\valve\halflife.wad
- Contains 34 used textures, 100.00 percent of map (3116 textures in wad)
Wad files required to run the map: "halflife.wad;"
Texture usage is at 0.38 mb (of 32.00 mb MAX)
0.54 seconds elapsed
----- END hlcsg -----
** Executing...
** Command: C:/Users/julie/Downloads/tools/sdHLBSP_x64.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility"
hlbsp 1.1.0 64-bit (Jul 4 2020)
Seedee's Half-Life Tools v1.1.0
Based on code modifications by vluzacn
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (cdaniel9000@gmail.com)
----- BEGIN hlbsp -----
Command line: C:/Users/julie/Downloads/tools/sdHLBSP_x64.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility" -low -chart
Current hlbsp Settings
Name | Setting | Default
-------------------|-----------|-------------------------
threads [ 4 ] [ Varies ]
verbose [ off ] [ off ]
log [ on ] [ on ]
developer [ 0 ] [ 0 ]
chart [ on ] [ off ]
estimate [ off ] [ off ]
max texture memory [ 33554432 ] [ 33554432 ]
priority [ Low ] [ Normal ]
noclip [ off ] [ off ]
nofill [ off ] [ off ]
noinsidefill [ off ] [ off ]
noopt [ off ] [ off ]
no clipnode merging [ off ] [ off ]
null tex. stripping [ on ] [ on ]
notjunc [ off ] [ off ]
nobrink [ off ] [ off ]
subdivide size [ 240 ] [ 240 ] (Min 64) (Max 512)
max node size [ 1024 ] [ 1024 ] (Min 64) (Max 65536)
remove hull 2 [ off ] [ off ]
SolidBSP [hull 0] 428 (0.08 seconds)
Warning: === LEAK in hull 0 ===
Entity light @ (-512,-384, 192)
Error:
A LEAK is a hole in the map, where the inside of it is exposed to the
(unwanted) outside region. The entity listed in the error is just a helpful
indication of where the beginning of the leak pointfile starts, so the
beginning of the line can be quickly found and traced to until reaching the
outside. Unless this entity is accidentally on the outside of the map, it
probably should not be deleted. Some complex rotating objects entities need
their origins outside the map. To deal with these, just enclose the origin
brush with a solid world brush
Leak pointfile generated
SolidBSP [hull 1] 500...519 (0.09 seconds)
SolidBSP [hull 2] 485 (0.09 seconds)
SolidBSP [hull 3] 500...523 (0.09 seconds)
Reduced 764 clipnodes to 720
Reduced 158 texinfos to 142
Reduced 34 texdatas to 34 (1500 bytes to 1500)
Reduced 988 planes to 370
FixBrinks:
Increased 720 clipnodes to 730.
Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 2/512 128/32768 ( 0.4%)
planes 370/32768 7400/655360 ( 1.1%)
vertexes 2344/65535 28128/786420 ( 3.6%)
nodes 433/32767 10392/786408 ( 1.3%)
texinfos 142/32767 5680/1310680 ( 0.4%)
faces 1848/65535 36960/1310700 ( 2.8%)
* worldfaces 1838/32768 0/0 ( 5.6%)
clipnodes 730/32767 5840/262136 ( 2.2%)
leaves 258/32760 7224/917280 ( 0.8%)
* worldleaves 251/8192 0/0 ( 3.1%)
marksurfaces 2061/65535 4122/131070 ( 3.1%)
surfedges 9276/512000 37104/2048000 ( 1.8%)
edges 4639/256000 18556/1024000 ( 1.8%)
texdata [variable] 1500/33554432 ( 0.0%)
lightdata [variable] 0/50331648 ( 0.0%)
visdata [variable] 0/8388608 ( 0.0%)
entdata [variable] 602/2097152 ( 0.0%)
* AllocBlock 11/64 0/0 (17.2%)
34 textures referenced
=== Total BSP file data space used: 163636 bytes ===
Wad files required to run the map: "halflife.wad;"
1.16 seconds elapsed
----- END hlbsp -----
** Executing...
** Command: C:/Users/julie/Downloads/tools/sdHLVIS_x64.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility"
hlvis 1.1.0 64-bit (Jul 4 2020)
Seedee's Half-Life Tools v1.1.0
Based on code modifications by vluzacn
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (cdaniel9000@gmail.com)
----- BEGIN hlvis -----
Command line: C:/Users/julie/Downloads/tools/sdHLVIS_x64.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility" -low
>> There was a problem compiling the map.
>> Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility.log for the cause.
----- END hlvis -----
** Executing...
** Command: C:/Users/julie/Downloads/tools/sdHLRAD_x64.exe
** Parameters: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility"
hlrad 1.1.0 64-bit (Jul 4 2020)
Seedee's Half-Life Tools v1.1.0
Based on code modifications by vluzacn
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (cdaniel9000@gmail.com)
----- BEGIN hlrad -----
Command line: C:/Users/julie/Downloads/tools/sdHLRAD_x64.exe "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility"
Arguments: "C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility" -low
>> There was a problem compiling the map.
>> Check the file C:\Program Files (x86)\Steam\steamapps\common\Half-Life\valve\maps\facility.log for the cause.
----- END hlrad -----
** Executing...
** Command: Change Directory
** Parameters: C:/Program Files (x86)/Steam/steamapps/common/Half-Life
** Executing...
** Command: C:/Program Files (x86)/Steam/steamapps/common/Half-Life/hl.exe
** Parameters: -console -dev +map facility
@@nutmeg605 You've got a leak. Go to Map > Load Pointfile and it should create a line that shows you the leak.
Specifically, a light at the coordinates (-512,-384, 192) is somewhere closeby to the void.
Para a pessoa que legendou o vídeo, quando ele fala “Quake” ele se refere ao jogo Quake
Amazing vid!
thanks
I play digital paintball redux a (half life mod) and we are desperately in need of a mapper to map current NXL layouts into the game. Reaching out to see if there’s anyone with these skills. We have a community of about 600 folks looking to pay if the maps are Nicky done. Please reach out
How does Seedees half life tools compare to VHLT? I've read VHLT is the best compiler tools currently but maybe seedees is newer? Also like I said in another video I would personally recommend trenchbroom over JACK or Hammer or Sledge or any of the other hammer derivatives out there, for me it was much easier to get used to than those and currently it supports everything you need to map for HL despite being a primarily quake based editor, the only thing it doesnt support currently is HL MDL viewing but work is being done on that, well and afaik it doesnt come with an official HL game config file yet so I had to download one when I started using it to map for HL a few months ago but maybe that's changed now
Seedee's compilers are more or less a cleaned up version of Vluzacn's compilers (because the code of Vluzacn's compilers are a mess from what i've heard)
How do you open the Windows thing on the side cuz I accidentally closed it but I don't know how to open it back up
View > Screen Elements
nice
I hope that Jackhammer will work, I just got HL1. My Half-Life 2 hammer glitched, or whatever error it is called and when I open the texture browser Hammer freezes and completely stop working. Ur absolutely right man, hammer sucks 😂😂😂
For HL2 mapping, I recommend using Hammer++. I hear the developer is a terrible person, but the software is good
@@Dimbark ok thank you 👍
i map cs 1.6 maps for 2 years now, the only thing that upset me little bit is the unworking env_rain env_fog :(! in all gold src engines! including jackhammer!
Don't use Jeds, use Paranoia 2 Model Viewer by Uncle Mike. And his P2ST tools to compile your level. And you will be happy.
Hey, can you show os how we can disgn ladder on JACK?
Goood
You say to use Jed's Model Viewer. You then tell us to use SoloKiller's HLMV 2.0 instead. Upon arrival to the page I am told that "This tool has been superseded by Half-Life Asset Manager. You should only use Half-Life Model Viewer 2 if you cannot run Half-Life Asset Manager." Should I do that or what
Exactly what I am wondering, one year later. Do you happen to have any suggestions?
jackhammer doesn't work with prefabs :(
True. I have a map I call prefabs.jmf, and I store all of my prefabs there. If ever I need them, I just copy & paste.
@@Dimbark oh ok thanks
what's the song playing in "setting up jackhammer"? thanks in advance!
ruclips.net/video/RVu3qlU22qc/видео.html
@@Dimbark fuck im stupid i meant compile tools, my bad :(
@@carlmcobleas costa del sol, final fantasy 7
Uh your discord in the other video is outdated, can you send your new one or something like that?
i'm still don't know how to download SoloKiller's HLMV 2.0
Yeah, Half-Life SDK is very bad. Same with a bunch of other SDKs for Valve games. Bad. Hammer is horrible. As soon as Jackhammer gets Source support I'm getting it ASAP.
JACK won't ever get source support because the developer is very lazy. He has a paid version of JACK on Steam which adds bug fixes and achievements (so literally nothing improved from the free version). That should give you an idea of how much of a crap he gives. For now, you should use an improved version of Source's hammer made by Slartibarty here: knockout.chat/thread/992/1
@@halfwaylambda440 Dang, sucks that Jackhammer's dev sucks. Good thing there's alternatives though.
the person in the vid: half-life sdk sucks
me: then how did you think valve made the masterpiece
they used a program called Worldcraft
BUT if you type "half-life" at the end
guess what
worldcraft is hammer
the program i use to make half-life 2 maps
It says on the HLMV 2.0 page that it has been deprecated. Should I still use it or should I use Half Life Asset Manager?
Seems like jackhammer actually already sets most of the config up for executables base game directories, along with textures
Is there any specific reason not to use x64 versions?
the compiler does not work =(
why do i need to download like i dont know how many external componements just to map for goldscr
because most of them come from the community itself. and no single community member has the expertise to perfect more than one component, and nobody agrees on the correct combination of components
having trouble finding the hl1 valve wads
Where are the NODRAW texture??
It's called NULL and is included in sdhlt.wad
@@Dimbark Nope : imgur.com/a/ua2r5Fo
@@fabianrr The one I use is a custom version I made in MS Paint, because I think the N on black is ugly
@@Dimbark Ok, thanks
Chrome blocks seedee for some reason
Jed's Model Viewer is outdated software, just use the Half-Life Asset Manager.
source sdk on steam source sdk is broken
Yep. These tutorials are for mapping on the Goldsource engine, so you don't need to worry about the Source SDK.
Has there been any way to add static props?
You could use a cycler or a sprite to add a 3d model
0:35 Pause and 🤨😳
I like using hammer... :(
leave
@@Dimbark I will gladly
it didn't work , i got a lot of errors when i tried running the map , (bsp errors)
Send me your compile log
@@Dimbark
** Executing...
** Command: Change Directory
** Parameters: D:\Steam\steamapps\common\Half-Life\valve
** Executing...
** Command: C:\Users\FFNX\Desktop\zhlt34_final_sse2_v2\hlcsg.exe
** Parameters: D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4
hlcsg 3.4 SSE 2 V2.0 (Oct 31 2009)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlcsg -----
Command line: C:\Users\FFNX\Desktop\zhlt34_final_sse2_v2\hlcsg.exe D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4
Error: Error opening D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4: No such file or directory
----- END hlcsg -----
* WARNING: File was not built!
"D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4.bsp"
** Executing...
** Command: C:\Users\FFNX\Desktop\zhlt34_final_sse2_v2\hlbsp.exe
** Parameters: D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4
hlbsp 3.4 SSE 2 V2.0 (Oct 31 2009)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlbsp -----
Command line: C:\Users\FFNX\Desktop\zhlt34_final_sse2_v2\hlbsp.exe D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4
>> There was a problem compiling the map.
>> Check the file D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.log for the cause.
----- END hlbsp -----
* WARNING: File was not built!
"D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4.prt"
** Executing...
** Command: C:\Users\FFNX\Desktop\zhlt34_final_sse2_v2\hlvis.exe
** Parameters: D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4
hlvis 3.4 SSE 2 V2.0 (Oct 31 2009)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlvis -----
Command line: C:\Users\FFNX\Desktop\zhlt34_final_sse2_v2\hlvis.exe D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4
>> There was a problem compiling the map.
>> Check the file D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.log for the cause.
----- END hlvis -----
** Executing...
** Command: C:\Users\FFNX\Desktop\zhlt34_final_sse2_v2\hlrad.exe
** Parameters: D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4
hlrad 3.4 SSE 2 V2.0 (Oct 31 2009)
Zoner's Half-Life Compilation Tools -- Custom Build
Based on code modifications by Sean 'Zoner' Cavanaugh
Based on Valve's version, modified with permission.
Submit detailed bug reports to (amckern@yahoo.com)
----- BEGIN hlrad -----
Command line: C:\Users\FFNX\Desktop\zhlt34_final_sse2_v2\hlrad.exe D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.4
>> There was a problem compiling the map.
>> Check the file D:\Steam\steamapps\common\Half-Life\valve\maps\Map1.log for the cause.
----- END hlrad -----
** Executing...
** Command: Change Directory
** Parameters: D:\Steam\steamapps\common\Half-Life
** Executing...
** Command: D:\Steam\steamapps\common\Half-Life\hl.exe
** Parameters: -console -dev +map Map1.4
@@Dimbark Also i got the same results whit Seedees compiler*
Source for the artwork at 00:35?
wish I had one. if you find it, I'll put in the description
@@Dimbark Reactor 4187613, Raiho.
Sorry for obfuscating the URL, YT kept removing my comment, you wouldn't believe how much trial-and-error it took to finally post it... Not sure if it's the original author or a reupload. Also note that this site seems quite NSFW.
I cant download SDHLT because chrome says "its dangerous so we deleted it" when i press download, how do i fix this
well thats a chrome issue, i specialize in half-life issues. i recommend googling the error screen you get
@@Dimbark hey, i fixed it but uh, my antivirus says that SDHLT is a virus. Could you confirm that it is not a virus?
@@nicolasandrade7794 idk, is it? ;)
@@Dimbark ... i guess i cant compile maps
@@nicolasandrade7794 owned
so can i do the same but instead of half life i do counter strike?
Hell yes sir
it says that the seedee's thing has a virus when i download it and it stops itself
>:)
@@Dimbark it stops as in it prevents the virus from downloading, I'll just stick to gmod hammer for now
i need props for my map but i cant get them any help?
what game are you mapping for?
@@Dimbark half-life
@@CWC76 half life doesn't have props, it's all brushwork
@@Dimbark ok
s/o twhl
it looks like the instalation is a win32
wanted to learn from this video...saw how arrogant he is, immediately closed
Brutal
@@Dimbark it was a failed joke :D
@@ph0noi544 :'(
@Dimbeak
www.dropbox.com/sh/6r9ykxfnthvcse5/AABJn5BXf-5ITe8pkY-F3yaga?dl=0
i was able to get my map working , "dogmap good" but we i go to duplicate and mirror the map to the other side so i have can have two bases "dogmap 1 error" i get compiling errors
"outside entries errors"
do you know what i might be do wrong?
seems like if it worked on "dogmap1 good" is should have no errors on "dogmap 1 errors"
is it possible that there is a map size area limit that can be adjusted to allow duplication?
i know other maps are similar to what iam trying to achieve .
Also here the wad files I used www.dropbox.com/sh/6r9ykxfnthvcse5/AABJn5BXf-5ITe8pkY-F3yaga?dl=0
thanks lets me know when you get a chance
undorrated yewtuber but this seems hard so uhh william.
Do u play chess?
Sometimes
Kill me 0:34
Æ
yes hammer is sucks