Mapping Setup for GMOD Created 17 years ago2006-09-02 11:20:18 UTC by RotatorSplint RotatorSplint

Created 17 years ago2006-09-02 11:20:18 UTC by RotatorSplint RotatorSplint

Posted 17 years ago2006-09-02 11:20:18 UTC Post #195396
I'm making a few maps for GMOD and I'd like to know, is it possible to set up the SDK to drop the .bsp into the GMOD maps directory. Is see no option for GMOD in the SDK main menu.
Posted 17 years ago2006-09-02 11:30:36 UTC Post #195398
Well you wouldn't...Gmod isn't like a Valve game...

As far as I know you can tell it to place your BSP in the Gmod folder in the advanced options when compiling or in the Hammer options...

I don't see why you don't just do what I do...Map for HL2 and then copy the .bsp into the maps folder.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-09-02 11:34:52 UTC Post #195401
Ahh, well I considered that but you know how I am :D

Are there any entities from HL2SP that are unusable for GMOD? Or did you mean HL2DM? And on an other note, whats the name of the buggy and airboat entities?

EDIT: Oh, wait, I found the jeep entity, but when I compile, it doesn't appear :
Posted 17 years ago2006-09-02 13:14:09 UTC Post #195412
just set it up like you would for HL1 mapping in configuration. You'll need the GMOD .fgd file.

prop_vehicle_buggy
prop_vehicle_airboat

or similar. Remember, you have to select the correct model, and fade distance should be 0
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-09-03 10:35:31 UTC Post #195472
I didn't even think there was a GMOD fgd. I thought it just played hl2 maps. Where can I get the fgd?
Posted 17 years ago2006-09-03 13:57:25 UTC Post #195494
Check their forums, they should have it, if it exists.
Posted 17 years ago2006-09-05 10:00:23 UTC Post #195694
I think when you use the buggy entitiy, it comes up as a square, you have to choose the model you want as the buggy.
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