How does one Source? Created 10 years ago2013-06-10 06:01:26 UTC by Jessie Jessie

Created 10 years ago2013-06-10 06:01:26 UTC by Jessie Jessie

Posted 10 years ago2013-06-10 06:03:44 UTC Post #313926
So, someday, possibly someday soon (only possibly), I would like to move on to Source mapping. Those who know me would know I've basically never touched it as of yet.

What I would like to know, is firstly, What do I need?
I'm guessing it's not like Goldsource, where the editor, fgds, compile tools, etc are scattered all over the webs, but I could be wrong.

And secondly, What do I need to know?
I've gotten a solid understanding of Goldsource over the years, but what's different?

A friend of mine who is completely new to mapping and wants to get into it will also be keeping an eye on this thread, so any advice you can give to the fresh is also appreciated.
Jessie JessieTrans Rights <3
Posted 10 years ago2013-06-10 06:17:09 UTC Post #313927
You just need the SDK.
There are custom compilers, but if i remember correctly tools are from Valve.

Mapping is fairly similar where in Source engine you rely more on models for details. You also have an powerful displacement tool you can use to make uneven terrain.

Entities are more powerful, where you can link a few entities into one function, previously not possible in GS (moving tank that shoots).

Its not hard, but you will need some time to get to know it all.
Stojke StojkeUnreal
Posted 10 years ago2013-06-10 09:42:22 UTC Post #313928
Yeah, you're in good with Goldsource, so you have all the basics. You'll want to go to the Wiki and read up on the new entities and features, but it's essentially the same thing, just with a lot of new toys and a better interface.

Just make sure you're done with all your Goldsource projects first. If you're like me, you may have trouble going back.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-06-10 10:37:45 UTC Post #313929
Should I start my friend off on GoldSource before Source?

Also, is there any functional difference between the three versions of SDK on steam?
Jessie JessieTrans Rights <3
Posted 10 years ago2013-06-10 10:45:50 UTC Post #313930
Start with Source. Its easier not to complicate.
There isn't much interface difference.

Don't know about SDK versions, but i had all 3 when i tried mapping in Source.
Stojke StojkeUnreal
Posted 10 years ago2013-06-10 13:45:11 UTC Post #313933
There is one aspect that is more difficult in Source. That is having NPCs talk custom sentences. In HL1 that is easy as pie, but in Source you have to learn how to use Face Poser, which is a crap program that crashes continuously.
Striker StrikerI forgot to check the oil pressure
Posted 10 years ago2013-06-10 19:08:07 UTC Post #313937
Scotch,
First you have to choose what game you want to map for.
-You must own the game
-You must have it installed
-You must have played it BEFORE opening the SDK (Its just easier this way)

Download the Source SDK (Not the sdk base) Pick your game, double-click on on Hammer, and you're good to go.

If you just want to mess around with things, i suggest placing the 'box' prefab and hitting the compile button.

When you click on the block tool, there will be a list of primitive types you can make. Choose prefabs, select box, and press insert prefab to place a leak-free playground.

So i'd say those are some good first steps.
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2013-06-10 20:12:21 UTC Post #313938
If you want to map for Portal 2, Left 4 Dead 1-2, or Counter-Strike: Global Offensive, then don't use the Source SDK. Use their respective Authoring Tools, which are listed under "Tools" with the Source SDK.
Dimbeak DimbeakRotten Bastard
Posted 10 years ago2013-06-11 10:52:30 UTC Post #313950
I can make custom models for you if you want! I is now a intermediate(scratch that, developing skills to expert) at that!
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 10 years ago2013-06-11 12:11:52 UTC Post #313954
The biggest differences are lighting, props and the input/output system in basic terms. There are many other changes but they're easy to figure out.

As already pointed out, it can be very prop based (as in prop_static, prop_physics and prop_dynamic included suffix _multiplayer and _override based props). You can see what each prop is 'allowed' to be by looking on info in the model viewer. The _override suffix for prop_dynamic and prop_physics can allow additional values for example, stopping a breakable crate from being broken on hit, etc. The _multiplayer suffix forces props to go server-side and changes the collision settings (goes non-solid and pushes other props and players away).

In terms of lighting you have the difference in that lighting can be HDR, and also set to default as Quadratic lighting. Quadratic lighting just has a lower brightness in its falloff as seen here:
https://developer.valvesoftware.com/wiki/Constant-Linear-Quadratic_Falloff.
However, this can be altered in hammer by changing Quadratic to "0" and Linear to "1" (on the light entity). It's also nicer to use light_spot in Source more than light because of the shadow quality being much sexier in Source. That said, the effect of using a very dim light and bright light_spot produces nice results.

The input/output system is all done through the entity itself removing multisources, etc. The output and input has its own tab along with spawnvalues and flags.

If anyone needs any additional help, PM me or add me to Steam. There are a ton of changes.
Moaby MoabyMk. III
Posted 10 years ago2013-06-11 15:05:52 UTC Post #313956
Yeah, there's no more textlights.
Dimbeak DimbeakRotten Bastard
Posted 10 years ago2013-06-11 15:38:30 UTC Post #313957
Yeah, there's no more textlights.
Not true, they're not just not used as often.
Moaby MoabyMk. III
Posted 10 years ago2013-06-11 19:58:02 UTC Post #313960
they're used the same exact way
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2013-06-11 20:23:25 UTC Post #313961
How does one Source? I don't know, I outsource.

I'll show myself out.
Posted 10 years ago2013-06-12 00:00:37 UTC Post #313963
The problem with textlights just being that they act like the light entity, rather than light_spot. No nice shadows.
If you need lighting to be uniform over atmospheric, though, they're a good solution.
Notewell NotewellGIASFELFEBREHBER
Posted 10 years ago2013-06-13 03:38:15 UTC Post #313968
Thanks for all the replies, this'll be useful info.
Jessie JessieTrans Rights <3
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