AG2 – Hammer Editor Setup

I give credit to Silla for a small portion of this tutorial.  We added all of the images and a ton of extra information with detail regarding the items specific to AG2 mapping along with their properties.  The tutorial on the AG2 website is outdated and provides bad information regarding the setup of the SDK.  It is recommended that you follow this tutorial until the AG2 site is updated.  This information is subject to change at any time.  If you have issues or find an error with these instructions, please contact twitch through the contact page here on the ag2hl.com website.  We will evaluate the issues and make necessary changes (if needed) as soon as we can.

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After you download the Adrenaline Gamer 2 client files and install, look in your sourcemods/ag2/sdk folder.  In that folder you will find almost all of the necessary files to get started.  You will also need to download the ag2 items here.  We will talk about the item files later in the tutorial.

%STEAMAPPS%/SourceMods/ag2/sdk

You will need to setup the SDK for AG2 under the Source Engine 2007.

Install instructions

  • Stop steam
  • Go into the %SOURCESDK%/bin/source2007/bin directory
  • Copy the gameinfo.txt and paste it into same folder to make a backup of this file
  • Edit the gameinfo.txt file
  • Navigate to the SDKVersion 3 line. It is important that you see the 3
  • Insert in front of the SDKVersion line following text and replace STEAMDIR with your own steam installation path and STEAMUSER with your steam username (that one you need to login)
    “Adrenaline Gamer 2″
    {
    “GameDir” “STEAMDIR\steamapps\SourceMods\ag2″
    “hammer”
    {
    “GameData0″ “STEAMDIR\steamapps\SourceMods\ag2\sdk\ag2.fgd”
    “TextureFormat” “5″
    “MapFormat” “4″
    “DefaultTextureScale” “0.250000″
    “DefaultLightmapScale” “16″
    “GameExe” “STEAMDIR\steamapps\STEAMUSER\source sdk base 2007\hl2.exe”
    “DefaultSolidEntity” “func_detail”
    “DefaultPointEntity” “info_player_deathmatch”
    “BSP” “STEAMDIR\steamapps\STEAMUSER\sourcesdk\bin\source2007\bin\vbsp.exe”
    “Vis” “STEAMDIR\steamapps\STEAMUSER\sourcesdk\bin\source2007\bin\vvis.exe”
    “Light” “STEAMDIR\steamapps\STEAMUSER\sourcesdk\bin\source2007\bin\vrad.exe”
    “GameExeDir” “STEAMDIR\steamapps\STEAMUSER\source sdk base 2007″
    “MapDir” “STEAMDIR\steamapps\STEAMUSER\sourcesdk_content\ag2\mapsrc”
    “BSPDir” “STEAMDIR\steamapps\SourceMods\ag2\maps”
    “CordonTexture” “tools\toolsskybox”
    “MaterialExcludeCount” “0″
    }
    }
  • Save the file
  • Start steam and run SDK select Engine 2007 and now AG2 should be there …

 

This is an example of what you should see:

 

 

Once you have Hammer open, go to your Tools\Options screen and make sure you have all of your paths setup properly.

Here is an example.  Some setups might be different based on your personal preference.

 

Next, in the same window, click on your “Configurations” tab and verify the paths.  These are the paths for your compile process to work properly.  We recommend the use of Silla’s Source Map Finisher to compile and package your AG2  maps.  Silla’s tool will make any mapper’s life a lot easier!  As an alternative download location, you can find the map finisher in our downloads section (Mapping Files)

 

Now it is time to make sure you have all of the AG2 items available in hammer.  If you haven’t already, you should download the items.

Place all the contents of the models follder into your sourcemods/ag2/models folder.  Be sure to keep the directories in the download intact.  Below is an image showing the directory structure that should be placed into your ag2/models folder

 

In the same download, open the materials folder and copy/paste all of the contents into your ag2/materials folder.  So… you should be pasting a folder named “models” into your ag2/materials folder.  This models folder will have the following sub directories: warball, weapons, world_models

 

If you want your map to have complete support for all AG2 game modes, you should have the following entities in your map

warball

 

ctf one base

 

ctf one flag

 

ball (looks like a soccer ball or football depending in what country you are from)

 

For the items above, most mappers place them in the same location of the map.  Take a look at this image to get a better understanding

 

Whats left?  You need to add support for CTF Capture the Flag!  To do that, you need to have a flag and a flag base for both blue and red.  For a total of four items.

You need the base for the red flag

 

Put the red flag on top of the red base

 

Do the same for the Blue flag items but place them on the opposite side of the map or in a location suitable for the best results in a CTF game mode environment.

 

 

 

If you don’t place the CTF items in your map, while the map is running on a server and CTF game mode is selected, AG2 will create them automatically and place them into the map where it thinks they should be.  Sometimes they are placed in bad locations and because of that, the map author should always place them into their maps before release.

You will need to add the proper player entities to your map.  For red team, place the info_player_rebel on the side of the map that has the red flag.  The red side.  For the blue team, place info_player_combine entities on the blue flag side.  These entities define where the blue and red team spawns will be located.

 

info_player_rebel

 

 

info_player_combine

 

 

For other gamemodes like deathmatch and team deathmatch you should also place the normal info_player deathmatch entities in your map and distribute them evenly throughout your map.

info_player_deathmatch

 

 

You will need to add all weapons, ammo, and long jump module as well.  The majority of the weapons are from HL2 Deathmatch but there are AG2 specific items as well.  Here are some AG2 specific items.  In the image below you will see the long jump module, gauss gun, gauss ammo, egon gun, and your basic health item.

 

 

We hope this gives you a better understanding in regards to making maps for AG2 and setting up the Hammer editor.  If you are new to mapping, you will likely need to do a lot of research and read a lot of tutorials to learn how to use Hammer editor, build your map, light your map, add entities, sounds, models, etc.  You can find these tutorials all over the internet.  Just do a search for Source Engine Mapping or go to the Valve Developer Community VDC for all of your SDK needs.

For more information or help, please use the original AG2 Forum