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Getting started
To be able to test your map directly from Hammer++ you should be able to launch Godot Engine via CMD. How? There're two ways:
- Add the engine into the environment variable PATH
- Install Godot Engine via Scoop package manager in case you use Windows or Homebrew for MacOS
Open PowerShell and run these commands
scoop bucket add extras
scoop install extras/godot
brew install godot
Clone this repo and open the project in Godot to precache all imports. You also can open the project via terminal:
cd <your-project-path>
godot -e # launch godot in editor mode
The project template provides ready-to-use a source engine project in hammer_project
folder that you'll use for map creation. It is already has measure textures by Kenney.
Open Hammer++ and open Game Configuration
(Tools -> Options):
- Click
Edit
near theConfiguration
field and create a new project.
- Set Game Executable Directory -
<your-project-path>
- Set Game Directory -
<your-project-path>\hammer_project
- Set Hammer VMF Directory -
\<your-project-path>\hammer_project\mapsrc
- Set Prefab Directory -
\<your-project-path>\hammer_project\mapsrc\prefabs
- Add required FGD - base.fgd and halflife2.fgd (and your custom fgd as well)
Restart Hammer++
During map creation you'll be able to test it as you would test it on Source Engine by click Run map
button. But first you need to add a configuration. Open Run map
window in Expert mode and do following steps:
- Create a new build configuration by click
Edit
and give it a name ("GodotVMF" for example)
- Add a command by click
New
- In Command field type
godot
- In Parameters field type
scenes/map.tscn --path $exedir --vmf $file -v
4.1. In case you want to build the map into aScene
add--build
flag. It will create a ready scene inscenes
folder.
- That's it! Now you can run your map by pressing F9 and selecting the created build configuration.
In case you finished your map you'll need to finalize it by baking lightmaps and so on. Since LightmapGI
doesn't have exposed method for baking lightsmaps in runtime you should do it manually:
- Build a map with
--build
parameter. It'll create a scene with imported map andLightmapGI
node in the tree. - Open the built scene, click on
LightmapGI
and clickBake Lightmap
. - That's it!
There's a folder called build_presets
that contains presets for LightmapGI
and WorldEnvironment
.