
You can now start mapping for black Mesa Source, though I’d recommend cleaning up first!
#Black mesa source engine sdk mod#
With everything set up, close Hammer, back in the Source SDK menu you should now notice your black mesa mod is now visible under “Current Game”. Click “OK” and close off the confirmation dialog. Once this is done you should end up with something similar to the above screenshot. This should be pretty self explanatory, but for the record this is the “maps” folder under the BMS mod directory, in my case that is “I:gamessteamsteamappssourcemodsBMSmaps” “Place compiled maps in this directory before running the game:” The same as above, but select the “vrad.exe” instead. The same as above, but select the “vvis.exe” instead. In my case that would be “I:gamessteamsteamappsjamiewallis15sourcesdkbinsource2007binvbsp.exe” This wants to point to the source 2007 “vbsp.exe” this is found within the Source SDK “source 2007” sub-folder. There’s 5 different options we need to fill in hereįairly simple, this one should point to the hl2.exe in the Source SDK Base 2007 folder for me that would be: “I:gamessteamjamiewallis15source sdk base 2007hl2.exe” Think you’re done? Not yet! We’ve got the Mod directory set up perfectly to work within hammer, but we still need to set up the compile tools.įor this we want to be heading over to the “Build Programs” tab shown below:īecause we have already created the Black Mesa Source game configuration it should automatically appear in the top drop-down menu, select it! If you don’t know what a VMF file is then clearly you have no previous mapping experience and have no reason to follow this guide. This one is completely up to you, this will be the default save directory for your hammer VMF files. This needs to be set to the Black Mesa Source folder, this is the same directory that the base.fgd and bms.fgd where located within. NOTE: Because of the way hammer and steam is set to use environment variables, the above example would be shown as “$SteamUserDirsource sdk base 2007”, this is normal, and perfectly functional. This needs to be set to the hl2.exe within the SourceSDK base 2007 folder, in my case this was “I:gamesSteamSteamappsJamiewallis15Source SDK Base 2007” Now, we need to set up the bottom 3 options Repeat the above step, but this time select bms.fgd instead of base.fgd. Select the base.fgd, followed by click “open” In my case this was “I:gamessteamsteamappssourcemodsBMS” In the area underneath titled “Game Data files:” click “Add”, and navigate to your Black Mesa Source (BMS) directory. Now from the main Configuration window ensure “Black Mesa Source” is selected from the Configuration drop-down menu. In the previous window, ensure the “Black Mesa Source” configuration is visible as per above screenshot. In the new window click “Add” and in the new pop-up enter “Black Mesa Source”, followed by “Ok”. You’ll be greeted with the below Configuration Screen.Īt the top is a drop-down menu that will say the name you gave the mod. On the final page uncheck the “Open readme file” tick box and click finish, as shown below.Īfter this you’ll be taken back to the source SDK main window, the “Current Game:” menu should now show the name of the dummy mod you’ve created.ĭouble click “Hammer Editor” to launch Hammer, once Hammer as launched go to “tools > options” on the menu bar. Once you’ve finished this, click “next”, it will begin copying source files, and eventually notify you that it has finished, at which point click the “next” box. I for example used “C:RandomModName”Įnter anything in the box below I entered “RandomModName” remember that this time we don’t need to add a drive letter. At this point we’re only creating a dummy mod so we can open the Source 2007 version of Hammer and create a custom configuration for Black Mesa Source.įill out the top box with any random name, but remember to start it with a drive letter for example C: or D: depending upon your system configuration. The above window will appear to greet you. Leave everything as checked, and click “Next >” Now change the engine version to “Source Engine 2007” and double click “Create a Mod” you’ll be greeted with another happy little interface: Start out by opening Source SDK you should be greeted with the usual happy interface. This tutorial is going to assume you’ve already played Black Mesa Source, used the source SDK, launched the Source SDK 2007 to create relevant cache files and know that everything is within perfect working order!
