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-   SiN Episodes Editing (http://www.ritualistic.com/forums/forumdisplay.php?f=23)
-   -   Source SDK mapping support? (http://www.ritualistic.com/forums/showthread.php?t=17342)

BloodShed 05-11-2006 06:33 AM

Source SDK mapping support?
 
Will SinEp1 be added to the Source SDK tool (mapping and/or modeling)?

The stuff I've seen in the game really make me want to map for SinEp1 ^_^

Iggy01 05-11-2006 07:12 AM

Re: Source SDK mapping support?
 
I wouldn't mind to give it a try to, I was looking for another game to design levels for other then Duke Nukem 3D. (Yes, a ten year old game.)

If only I knew how modern leveleditors work. :/

BloodShed 05-11-2006 08:20 AM

Re: Source SDK mapping support?
 
Quote:

Originally posted by Iggy01:
I wouldn't mind to give it a try to, I was looking for another game to design levels for other then Duke Nukem 3D. (Yes, a ten year old game.)

If only I knew how modern leveleditors work. :/

heh I've worked my fair share of map editor's

Build engine (Duke 3D, Shadow Waorrior, Redneck Rampage, Blood)
Worldcraft / Hammer (Quake1-2, Half Life and source based engines)
UnrealEd (any Unreal engine based game)
RA Edit (Red Alert Editor)
FinalAlert (Red Alert 2 map editor)
Final Sun (Tiberian Sun map editor)
BF1942 map editor
Dark Reign 2 (built in)
Warcraft 3
TA map & mission editor (Total Annihilation)

Brap 05-11-2006 04:30 PM

Re: Source SDK mapping support?
 
I can't find any .fgd or gameinfo.txt files...
Will there be a release any time soon for the sdk??

WhoZeDuke 05-11-2006 04:37 PM

Re: Source SDK mapping support?
 
theres a gameinfo.txt file in there.

wng 05-11-2006 05:07 PM

Re: Source SDK mapping support?
 
I don't know how much you can edit yet, but I've managed to get SE1 working with the Source SDK. I don't know whether this already has been posted or not, but here goes.
1. Create a new mod with Source SDK with "Start a mod from scratch (advanced users only)" mode.
2. Choose a directory and a name, and wait for the load to finish.
3. Go to the directory created by the Source SDK (SteamApps\SourceMods\*mod name*) and open the gameinfo.txt file.
4. Go to the line that says SteamAppId and change its value to "1300" without the quotation marks. Save the file and go back to the Source SDK menu.
5. Choose your mod from the drop-down menu at the bottom of that window. Now start the modding application you want to work with [img]/forums/images/graemlins/smile.gif[/img]

Whenever I try to load the Elexis folder in the models folder in the Model Viewer, I get some error message about the memory not being read or something like that, then the model viewer crashes. Works fine in other folders though.

EDIT: I am now able to open the Elexis models. When in the window for loading models in the model viewer, write "characters\Elexis\elexis.mdl" (without quotation marks) into the File name field and push enter.

Brap 05-11-2006 05:27 PM

Re: Source SDK mapping support?
 
nice one wng [img]/forums/images/graemlins/cool.gif[/img] you the man!!

WhoZeDuke 05-11-2006 06:00 PM

Re: Source SDK mapping support?
 
I wonder if anyone is gonna try to remake SiN 1.

Xenogenetic 05-11-2006 07:08 PM

Re: Source SDK mapping support?
 
I am pretty sure Ritual is going to release the files for Hammer soon, it took a few weeks for Red Orchestra to become officially supported by Hammer.

Brap 05-11-2006 07:35 PM

Re: Source SDK mapping support?
 
All's up & running [img]/forums/images/graemlins/cool.gif[/img]

BloodShed 05-11-2006 07:40 PM

Re: Source SDK mapping support?
 
Quote:

Originally posted by Xenogenetic:
I am pretty sure Ritual is going to release the files for Hammer soon, it took a few weeks for Red Orchestra to become officially supported by Hammer.

How the hell did they get an Unreal engine game to work with hammer?
they could just use UnrealEd.

WhoZeDuke 05-11-2006 09:25 PM

Re: Source SDK mapping support?
 
they didnt. it uses ROed, their verision of UnrealEd.

Xenogenetic 05-11-2006 10:43 PM

Re: Source SDK mapping support?
 
Yeah well I didn't really read the update as much as it flashed on my screen before I closed it. Either way they supported editing on steam, but not immediately. DoD:S wasn't on Hammer when it first came out.

ripper_hugme 05-13-2006 09:13 PM

Re: Source SDK mapping support?
 
doesn't work for me, i guess i'll just wait

moafuka 05-14-2006 12:32 PM

Re: Source SDK mapping support?
 
hmm call me dumbass or whatever but when i open the models all im getting is this
http://bb.1asphost.com/moafuka/wtf.jpg

can someone help?
im a total noob on this btw i just wanted to see models and stuff

lokidoki 05-21-2006 03:14 AM

Re: Source SDK mapping support?
 
hey man, does anyone know where i can get Duke Nukem 3D for Windows XP???

BloodShed 05-21-2006 08:24 AM

Re: Source SDK mapping support?
 
Quote:

Originally posted by lokidoki:
hey man, does anyone know where i can get Duke Nukem 3D for Windows XP???

Wrong thread pal!

lokidoki 05-21-2006 07:46 PM

Re: Source SDK mapping support?
 
hey they were talking about Duke Nukem 3D, why not ask? but sure i'll ask someplace else.

Xenogenetic 05-21-2006 10:14 PM

Re: Source SDK mapping support?
 
You don't ask because the thread is titled "Source SDK mapping support?".

On topic - Anyone from Ritual want to give a hint to when/if official hammer support will be released?

Gantrithor 05-21-2006 11:33 PM

Re: Source SDK mapping support?
 
I second this. I can't wait to fiddle around with the dynamic NPC generators. Also, please include a few prefabs... namely the neat soda machines that dispense cans, health vials, and live grenades.

Scared 05-22-2006 05:07 AM

Re: Source SDK mapping support?
 
ive gone through the game several times and ive never been given a live nade....

Gantrithor 05-22-2006 11:19 AM

Re: Source SDK mapping support?
 
Use the same vending machine about 15 times.


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