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How to mount tf2 to gmod
How to mount tf2 to gmod










how to mount tf2 to gmod

RAD Executable (it’s the coolest of them all!!! ): $SteamUserDir\sourcesdk\bin\orangebox\bin\vvis.exeĢ0. $SteamUserDir\sourcesdk\bin\orangebox\bin\vbsp.exe This tells the SDK to run your map on Garry’s Mod automatically after compiling, if you have it set to do so. Select your config in the “Configuration:” drop-down box. Hit “Apply” and switch over to the “Build Materials” tab.ġ6. $SteamUserDir\sourcesdk_content\garrysmod\mapsġ5. You could leave “Hammer VMF Directory:” alone (it’s where it automatically saves your VMF), I prefer to use this: Putting the exact text above in will work just fine!ġ4. For “Game Executable Directory:”, use this:ĭon’t worry about replacing “$SteamUserDir” with your username and whatnot. “Default SolidEntity Class:” is the default entity you get when you tie a brush to an entity, like func_button or triggers. “Default PointEntity Class:” is the default entity you place with the entity tool, like info_player_start or light_environment.ġ0. Don’t screw around with “Texture Format:” or “Map Type:” or it’ll screw things up.ĩ.

how to mount tf2 to gmod

This will add the Garry’s Mod entities (yay lua_run!).Ĩ. Navigate to “Program Files/Steam/steamapps/***your username***/garrysmod/garrysmod” and select “garrysmod.fgd” at the bottom, then open it. Next to the “Game Data files:” box, select “Add”.ħ. In the “Configuration:” drop-down box, select the new config you just created.Ħ. Click “Add” in the new window that pops up, then type in “Garry’s Mod” (or whatever, you could name it “Unicorn Rape Dungeon” if you want). Click “Edit” next to the “Configuration:” box.Ĥ. Any configuration on the 2009 engine will do (I believe all games were transferred to the 2009 engine).ģ. I’ll add some pictures when I feel like it. So you just really want that lua_run function and those gm_construct textures? Are you constantly making sure that you aren’t using CS:S or EP2 textures? Well, I will now teach you how to set up the SDK for Garry’s Mod. This whole site will be reworked when I get around to it, probably when I’m finished with my current project. I’m only leaving this page up to let you guys know this (and for the hits to my site…). As far as using GMod entities in Hammer: unless they are already included in the base Hammer (i.e., phys_thruster), you can’t. I’ll leave the page here for the time being, but you are MUCH MUCH better off mapping with another configuration and porting it to GMod that’s the typical thing to do!Īt most, a specialized Garry’s Mod config would add any custom textures/models you put in the Garry’s Mod folder and a lua_run entity, so it’s seriously not worth the hassle. This has not been updated in almost four years! Garry’s Mod (and the Source SDK in general) has had a bunch of major updates since this was written, and as far as I know, this tutorial isn’t of much use any more.












How to mount tf2 to gmod