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MrXGamer
12-23-2009, 04:00 PM
Restart your steam and it will appear under your "Tools" tab. :)

Left 4 Dead 2 - Authoring Tools ::: 20 MB
Similar to the tools released for original Left 4 Dead - includes many updates and new features. Visit the blog for more info.

FOR ALL PLAYERS: Install this to allow running any custom map, including the ones released for original L4D. You do NOT need to run this application. It only updates your L4D2 installation.

Valve Wiki - Level Creation (http://developer.valvesoftware.com/wiki/Left_4_Dead_2_Level_Creation) tutorials.

http://www.l4d.com/blog/post.php?id=3286

Additional support for mods in-game will be coming over the next month (after the holidays). We will have more details as those items get closer to release. We just wanted to make sure Modders could start with the Authoring Tools over the holidays.

Thanks everyone for your patience and the Left 4 Dead team wishes you all happy holidays.

.

razputin
12-23-2009, 04:02 PM

First post in a sticky thread

AnteroX
12-23-2009, 04:02 PM
W000000000t thanks a lot man

Wooville
12-23-2009, 04:03 PM
Oh my god, nice find dude.

Dr. freeeeemann
12-23-2009, 04:03 PM
EEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

Shoomonger
12-23-2009, 04:03 PM
This is real?

12-23-2009, 04:04 PM
Oh my god it's Christmas!

AnteroX
12-23-2009, 04:04 PM
This is real?

yes

10yeses

Wooville
12-23-2009, 04:05 PM
Oh my god it's Christmas!

It actually is, Too!

Wooville
12-23-2009, 04:05 PM
lol, stickied in like 5 minutes.
Rightfully so, too. Well, gotta get to work. :P

AnteroX
12-23-2009, 04:06 PM

Eccentricity
12-23-2009, 04:12 PM
From November 17th to December 23rd. I'm not entirely unhappy with that length of time for a release. Well-done, Valve.

moosenukes
12-23-2009, 04:17 PM

Most likely L4D1 materials (textures, models, etc.)

chetf
12-23-2009, 04:20 PM
http://www.l4d.com/blog/post.php?id=3286

moosenukes
12-23-2009, 04:22 PM
Oh my god Chet actually posted!

Hi Chet! Thanks for the SDK! :D

Wooville
12-23-2009, 04:24 PM
Custom maps from l4d1 too? Awesome

mhz
12-23-2009, 04:28 PM
So...custom wep, survivor, infected model support?

foppajoe
12-23-2009, 04:28 PM
So....custom wep, survivor, infected models?

IDK i hope so. Is there a way to get the SDK w/o buying the game?

Furious Dre
12-23-2009, 04:29 PM
Love you Valve <3

...

Unlike some ungrateful sons and daughters of mothers.

Mofog
12-23-2009, 04:36 PM

12-23-2009, 04:37 PM

OMG WE HAD TO WAIT 1 MONTH!!!

How horrible.

chetf
12-23-2009, 04:42 PM
Additional support for mods in-game will be coming over the next month (after the holidays). We will have more details as those items get closer to release. We just wanted to make sure Modders could start with the Authoring Tools over the holidays.

Thanks everyone for your patience and the Left 4 Dead team wishes you all happy holidays.

Eccentricity
12-23-2009, 04:44 PM
Additional support for mods in-game will be coming over the next month (after the holidays). We will have more details as those items get closer to release. We just wanted to make sure Modders could start with the Authoring Tools over the holidays.

Thanks everyone for your patience and the Left 4 Dead team wishes you all happy holidays.

Before you disappear, are you referring to custom models for survivors/infected/weapons/items/etc. for example? I (and the rest of the community) would like to know before we start wondering why we don't have this ability in the currently released toolset. If so, we look forward to it in the new year!

Thanks!

moosenukes
12-23-2009, 04:47 PM
Chet, are you going to be providing sources for the official maps like you did with L4D?

Eccentricity
12-23-2009, 04:50 PM
Chet, are you going to be providing sources for the official maps like you did with L4D?

Again, I'm sure they will come, but I have a feeling Valve's goal here was to get the tools to the modders first, let them have a go at it for a month or so, then once everyone is back at the office, go ahead and release everything they couldn't quite get done before the holidays.

12-23-2009, 04:53 PM
they said on release

No, they said "We're hoping it'll be day one or extremely shortly afterwards."

X-tra
12-23-2009, 05:10 PM
I ♥♥♥♥ing love you VAlVe. Please make babies with me. This is my dream.

Grim Tuesday
12-23-2009, 05:15 PM
Additional support for mods in-game will be coming over the next month (after the holidays). We will have more details as those items get closer to release. We just wanted to make sure Modders could start with the Authoring Tools over the holidays.

Thanks everyone for your patience and the Left 4 Dead team wishes you all happy holidays.

And a happy holidays to you all too!

koeta
12-23-2009, 05:21 PM
Woot, finally :D

Dagen
12-23-2009, 05:25 PM
IDK i hope so. Is there a way to get the SDK w/o buying the game?

Why would you need them? Unless your a pirate, in which case GTFO.

foppajoe
12-23-2009, 05:26 PM
Why would you need them? Unless your a pirate, in which case GTFO.

No. I have the 360 version :( now, but am getting the pc version later, but i want the SDK now.

12-23-2009, 05:27 PM
No. I have the 360 version :( now, but am getting the pc version later, but i want the SDK now.

Sorry man, you have to own the PC version of L4D2 in order to use the SDK. :(

Sonic
12-23-2009, 05:28 PM
Thanks Chet.

Missing texture from a Left 4 Dead 1 Campaign (i don't know if its for reporting l4d1 co-op)

http://img39.imageshack.us/img39/9977/semttulosuj.jpg

http://img268.imageshack.us/img268/8855/semttulozm.jpg

http://img35.imageshack.us/img35/5215/semttulofbc.jpg

FrozenDozer
12-23-2009, 05:54 PM
My Addons are not showing up in L4D2 at all. They are in "Extras->Addon-Campaigns" but when I want to play them they aren't in the list... there are NONE

Mangled*
12-23-2009, 06:12 PM
L4D2 SDK Hammer crashes on starting, it just freezes with the message "Couldn't find custom font file 'resource/HALFLIFE2.ttf' :o

Ghost_Zero
12-23-2009, 06:23 PM
L4D2 SDK Hammer crashes on starting, it just freezes with the message "Couldn't find custom font file 'resource/HALFLIFE2.ttf' :o

It's normal, you need to wait a few minutes (5-10) for it to load up.

Edit: Also, crashed under the "Heat Map" UI, hammer froze for a while and closed without error.

12-23-2009, 06:55 PM
It isn't showing up in my "Tools" tab. I restarted a bunch of times. Yes I own L4D2.

koeta
12-23-2009, 06:56 PM
found this lol

Ghost_Zero
12-23-2009, 07:22 PM
Crash when placing an info_zombie_border, no error.

12-23-2009, 07:25 PM
Does anyone see that updated tut they added? Cause I don't.

Shibby
12-23-2009, 07:32 PM
I don't understand the Ad-On Support thing.. does it allow you to play DLC released by Valve? Or is it an easier way to place custom maps you downloaded into the right place..?

Ghost_Zero
12-23-2009, 07:35 PM
Another bug, there is a new entity for the mounted .50 cal in L4D2 and a new entity for the L4D minigun. The mounted machine gun shows up, but L4D's minigun shows up as an error.

Also, survivor_namvet (Bill's model) will be listed in the model viewer, but will not render.

2pro4nubs
12-23-2009, 07:48 PM
This may be a stupid question..but where is the updated tutorial? I really want to learn and I can't find it.

koeta
12-23-2009, 07:56 PM
I don't understand the Ad-On Support thing.. does it allow you to play DLC released by Valve? Or is it an easier way to place custom maps you downloaded into the right place..?

I believe it's L4D1 content so old maps load without the purple and black errors.

12-23-2009, 07:56 PM
This may be a stupid question..but where is the updated tutorial? I really want to learn and I can't find it.

Yeah, I don't see it.

Ghost_Zero
12-23-2009, 08:07 PM
Bug report numbah 5, I couldn't compile my map using a cordon.

12-23-2009, 08:09 PM
YESSSSSSSSSSSSSSSSSSSSSSS!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!! IM SO ♥♥♥♥ING EXCITED!!!!!!!!!! IVE BEEN WAITING! AND IT'S HERE ZOMFG

Trentemoller
12-23-2009, 09:25 PM
Currently my model browser works the first time I use it, but is completely frozen every time after untill I restart hammer.
The "use vgui model browser" box is unticked and if I tick it, it won't stick.

Wazanator
12-23-2009, 09:27 PM
Found some missing textures in the Authoring tools:
1. brick/mainstreet_brickwall_01a
2. brick/mainstreet_brickwall_01b
3. brick/mainstreet_brickwall_01c
As well as almost every single debug texture (although it could be that they are supposed to be like that)
Some of the dev textures are missing as well
Some editor textures are missing

Hope you guys can fix these :D

uninvited
12-23-2009, 09:37 PM
i love you chet

ps ah no weather effects yet damn i wanted to test if i can get snow :P

Thegreenthing16
12-23-2009, 10:16 PM
models/props/cs_office/shelves_metal3.mdl

is missing

mikeyca
12-23-2009, 10:19 PM
Found some missing textures in the Authoring tools:
1. brick/mainstreet_brickwall_01a
2. brick/mainstreet_brickwall_01b
3. brick/mainstreet_brickwall_01c
As well as almost every single debug texture (although it could be that they are supposed to be like that)
Some of the dev textures are missing as well
Some editor textures are missing

This is exactly my experience, along with the error message about the missing TrueType Font.

I DO want to thank you folks for releasing the SDK when you did! I just hope it gets fixed before I have to go back to work and won't have enough time to play with it! :)

EDIT: Here's an image showing most--but not all--of the errors I get in the message window of Hammer upon launch: http://img16.imageshack.us/img16/9017/listu.png

vmrj
12-23-2009, 10:22 PM
This is the best Christmas gift I have ever recieved.

12-23-2009, 10:28 PM

Where is this?

mikeyca
12-23-2009, 10:51 PM

Where is this?

I think they're talking about updated tutorial VMF files, not the Valve Developer Wiki. The files are all in C:\Program Files\Steam\SteamApps\common\left 4 dead 2\sdk_content\mapsrc

12-23-2009, 10:53 PM
Ah, thanks. +rep

UberSprode
12-23-2009, 11:24 PM
Every single time I play a custom campaign I get a CTD within 5 minutes of starting the level. It doesn't matter which addon I'm playing, it's done it for every single one I've tried so far.

ThaiGrocer
12-24-2009, 12:15 AM
I can confirm the mardi gras clothing on the original infected. I noticed that dead L4D1 infected make the ground dark where they fall. Also, the infected attempt to gore up like l4d2 models (such as losing a piece of their back), but they don't have that feature. This results in a weird looking dead l4d1 infected.

All of these bugs can be seen in this picture: http://i45.tinypic.com/2krpsw.jpg

Whenever I try to play campaign or single player mode with a vpk originally made for L4D1, the campaign doesn't show up in the add-on list for either of those modes. It only shows up in the add-on list found under extras. If I force the campaign to start by console by opening the first map, strangely mouse-look doesn't work. That's right! I can't look around the map.

The first Deadline campaign doesn't even work with L4D2. So this release is probably for mappers to get started on their L4D2 maps or at least recompile and repack their L4D1 maps.

Z()mb3h
12-24-2009, 01:06 AM
Good stuff.
I hope custom weapon animation will be possible. There be some godly CSS animators...imagine L4D2 O_O.

Animositisomina
12-24-2009, 01:10 AM

There are many, many wall textures missing from "Arena of the Dead v4" (the original campaign, not the recent L4D2 port). Also missing are ladders and some vents--they simply appear as ERROR text.

A few screenshots:
http://i45.tinypic.com/11m3hiv.jpg
http://i47.tinypic.com/2nb4jlj.jpg
http://i49.tinypic.com/5pl7v4.jpg
http://i48.tinypic.com/160syg1.jpg
http://i47.tinypic.com/2navf9x.jpg
http://i47.tinypic.com/2wp5spd.jpg

And then on map 4 of the same campaign, this happened:
http://i45.tinypic.com/2mgmtja.jpg
http://i49.tinypic.com/igxmqs.jpg
http://i49.tinypic.com/ly2xd.jpg
http://i50.tinypic.com/2hgz22q.jpg

No idea wtf that was all about. I've never seen anything like that happen before.

donkey punch
12-24-2009, 01:26 AM
for those who did this:

do we need to reverse the process before attempting to use the official sdk? what if I can't identify the files that where copied/renamed? should i reinstall to be safe?

treasureman
12-24-2009, 01:54 AM

mikejaxer
12-24-2009, 02:37 AM
Awesome =3
Wish there were tutorials though

treasureman
12-24-2009, 03:48 AM
Downloaded the add-on supportting tool, but I tested the "suicide blitz" custom campaign and the swtich on map 1 didn't work thus I couldn't continue... And "Vienna Calling" doesn't show up in the game's addons list, "Dead Echo" has many missing textures. So far I've only time to test these 3 custom campaigns.

Fraba
12-24-2009, 04:08 AM
Add-on support's not working for me.

jmplayer
12-24-2009, 04:45 AM
The skybox for Hard Rain is checkered ingame. All of the skies are.

JonnyTiney
12-24-2009, 05:42 AM
Hey, thanks for getting the tool released before Christmas :)

However, after verifying L4D2, L4D2 Authoring Tools and L4D2 Add-On Support, I still get these errors when loading up hammer: http://i45.tinypic.com/2db9chz.jpg

Wazanator
12-24-2009, 05:59 AM
Hey, thanks for getting the tool released before Christmas :)

However, after verifying L4D2, L4D2 Authoring Tools and L4D2 Add-On Support, I still get these errors when loading up hammer: http://i45.tinypic.com/2db9chz.jpg

Those just mean VALVe has forgotten to give us a few textures nothing big right now ;)

JonnyTiney
12-24-2009, 06:02 AM
It's okay, no biggie :) At least there's ways of getting around it like using similar textures.

Teraku
12-24-2009, 06:45 AM
So, is there any way we can copy over our old l4d1 maps now without major bugs?

camel313
12-24-2009, 06:54 AM
the van from crash course is missing it's texture.

Sportsguy8
12-24-2009, 06:56 AM
OMG THANKYOU

Wazanator
12-24-2009, 07:44 AM
Some of the tutorial vmf's need fixing as the ladder model used before is missing

Edit:Just tried the nav mesh tutorial and found that "exec nav_mode" isn't working for whatever reason

The Freeman
12-24-2009, 08:10 AM
What entity is the generator for scavenge?

Hatschi18
12-24-2009, 08:19 AM
I run 10x Steam Validating of Authoring Tools
10x i got the message that 1 file is invalid and are downloaded again.

-.- ....

JoeInky
12-24-2009, 08:57 AM
Skyboxes aren't working properley for me :C

vmrj
12-24-2009, 09:01 AM
When I try to play a custom map, most of the zombies' clothes are neon blue or neon green. And when I try to play one of the official maps, my game CTD.

mikeyca
12-24-2009, 09:14 AM
Because I'm having trouble with Hammer and getting L4D1 add-ons to work properly, I've clicked on the "Verify integrity of tool cache" button in the L4D2 Add-on Support properties. Each time it says that there is 1 file that failed to validate. I get the pop up indicating that Steam finished downloading updates to both L4D2 AND the Add-on Support. But when I re-run the "Verify integrity..." check, I get the same message. I've gone through it 3 times now, all with the same result. It's rather frustrating.

Sportsguy8
12-24-2009, 09:16 AM
I'm having two main problems at the moment:

1. Skyboxes don't seem to work. (No matter which sky I try to use, it just looks fuzzy/no skybox out all)
2. Holding down the bottom or up arrow keys on my keyboard cause the SDK to crash.

Ell223
12-24-2009, 09:27 AM
I'm having the same problem with the sky boxes. Also, after I compile and go back to hammer it freezes, showing the same image on every view.

Ghost_Zero
12-24-2009, 09:33 AM
Another bug, I minimized hammer to look something up on the Valve wiki, and without warning or message, it closed itself just as I was about to open it back up.

JoeInky
12-24-2009, 10:39 AM
Ok, if you want skyoxes to work properley you'll have to take one of the pre made maps and edit that, otherwise skyboxes won't show up for some reason.

BobNintendo
12-24-2009, 10:55 AM
My skyboxes show up, but as soon as I shoot a zombie, the skybox texture dies for a couple of seconds, it has to do with the blood particles.

Wazanator
12-24-2009, 11:12 AM
What entity is the generator for scavenge?

Try looking in the example maps

JoeInky
12-24-2009, 11:17 AM
Has anyone found a way around having to restart hammer everytime you run the map yet?

wgooch
12-24-2009, 11:30 AM
What entity is the generator for scavenge?

You can just place down a func_instance and set the vmf to instance/scavenge_generator, it will create a working scavenge generator for you.

Hatschi18
12-24-2009, 11:49 AM
Because I'm having trouble with Hammer and getting L4D1 add-ons to work properly, I've clicked on the "Verify integrity of tool cache" button in the L4D2 Add-on Support properties. Each time it says that there is 1 file that failed to validate. I get the pop up indicating that Steam finished downloading updates to both L4D2 AND the Add-on Support. But when I re-run the "Verify integrity..." check, I get the same message. I've gone through it 3 times now, all with the same result. It's rather frustrating.

Same here -.-

Thegreenthing16
12-24-2009, 11:49 AM
The texture buildings/glass01
is missing

Rantie
12-24-2009, 12:04 PM
changing the default skybox in map properties fixed skyboxes for me, besides some random textures everything is smooth :D

no00dylan
12-24-2009, 12:04 PM
Just wanted to point out a cool little detail. Now, when you change a props color, (like a car) it shows it in hammer I thought that was pretty neat.
it would be really cool if we could see particle effects in hammer as well.

Lemonosity
12-24-2009, 12:07 PM
I put some L4D1 addon campaigns in the L4D2 folders but they still didn't work. A reason please?

dspezzano
12-24-2009, 12:42 PM
It's normal, you need to wait a few minutes (5-10) for it to load up.

Edit: Also, crashed under the "Heat Map" UI, hammer froze for a while and closed without error.

This is normal? I tried this and waited for 30 minutes and nothing. Task manager says it's not responding almost immediately. I am running Windows 7.

Teraku
12-24-2009, 12:57 PM
Valve, can't you even test? I tried to launch hammer, in the log I get something with missing file hl2 something, and hammer just gives me the splash screen and no matter how long I wait, it won't continue.

Teraku
12-24-2009, 01:21 PM
Even with addon support, all zombies in campaigns (official and unofficial) are very bright neon colors. Blue and Green.

JoeInky
12-24-2009, 01:34 PM
Anyone figured out dynamic pathing yet? I couldn't find any examples in the Deadline 2 maps.

mikeyca
12-24-2009, 01:57 PM
Even with addon support, all zombies in campaigns (official and unofficial) are very bright neon colors. Blue and Green.
When I tested a custom map I had made for L4D1, I noticed that the only zombies that showed up in bright neon colors were those that were forced spawn by my design. All the common infected that were populated by the director showed up normally. I'm not sure the exact cause, but I'm almost positive there must be a correlation.

Blueberry_pie
12-24-2009, 02:17 PM
Just wanted to point out a cool little detail. Now, when you change a props color, (like a car) it shows it in hammer I thought that was pretty neat.
Yeah, that's nice. I also noticed that $blendmodulatetexture (http://developer.valvesoftware.com/wiki/$blendmodulatetexture)-enabled materials now render properly in Hammer (they showed up with a linear blend in previous versions, I think). I wonder what other subtle improvements there are.

I was curious about how they painted the water flow like they mentioned in the game's commentary. I looked around in Hammer for a while but it seems like it's done externally. The 'flow map' is just a separate texture referenced in the water material. Hmm, not as user-friendly as I had hoped. Oh well.

Vast
12-24-2009, 02:29 PM
-snip- Nothing to see here, nothing ever happened. o.o

jmplayer
12-24-2009, 02:38 PM
Anyone figured out dynamic pathing yet? I couldn't find any examples in the Deadline 2 maps.

Dynamic pathing is the usage of a prop_dynamic (or func_brush) with a func_nav_connection_blocker (something like that)logic_compare and a logic_director_query to block a path according to the mood of the director.

(BTW I do have all of the maps decompiled, but someone else decompiled them.)

EDIT: I wonder how heat map is used... It's new to me.

wgooch
12-24-2009, 03:03 PM
Dynamic pathing is the usage of a prop_dynamic (or func_brush) with a func_nav_connection_blocker (something like that) and a logic_director_query to block a path according to the mood of the director.

(BTW I do have all of the maps decompiled, but someone else decompiled them.)

EDIT: I wonder how heat map is used... It's new to me.

Yes, would someone please explain the use of the heat map tool?

Blueberry_pie
12-24-2009, 03:17 PM
It might be something similar to the Death Maps seen here (http://www.steampowered.com/status/ep2/ep2_stats.php) and here (http://www.steampowered.com/status/tf2/tf2_stats.php). Maybe the tool allows designers to see (within Hammer) where players often die?

Kazumal
12-24-2009, 03:22 PM
I seem to be having a problem with the 3d lighting preview mode. Instead of showing me the lighting it just turns the view into purple and black checkerboards... wtf?

JonnyTiney
12-24-2009, 03:40 PM
changing the default skybox in map properties fixed skyboxes for me, besides some random textures everything is smooth :D

What did you change it to? :D

gufu
12-24-2009, 05:14 PM
Um... help? My L4D2 SDK hammer loads up and freezes. Any idea, why?

Kazumal
12-24-2009, 05:22 PM
skybox issues for me as well.. and 3d lighting preview is bugged too. Not quite sure what the deal is...

Also Hammer seems to be crashing on program exit. Not really a big deal as everything important has been save by that point.. but still an annoyance.

christenlanger
12-24-2009, 07:47 PM
When I load up Hammer, there are a lot of missing materials. I hope this gets fixed soon.

Spiffy McBang
12-24-2009, 08:10 PM
Um... help? My L4D2 SDK hammer loads up and freezes. Any idea, why?

Same. But as I was adding detail to the post, the program finally loaded up. It hadn't even though I waited just as long a few other times; maybe there's an initial long load that it needs to go through? No idea why it worked now.

tsr2
12-24-2009, 09:28 PM
func_button_timed doesn't appear to be in l4d2, not sure if this is intended or not

wgooch
12-24-2009, 09:33 PM
They probably forgot to port over the func_button_timed entity, it was only used in Crash Course and they probably saw no reason at the time to port it over. Now that the sdk is released, I see plenty of reasons to port it.

kommandojoe
12-24-2009, 10:37 PM
HaHa! I find it funny reading some of the comments from the non-mappers here (no offence intended!)
Like, all these issues just seem like really easy things to figure out for me and how
i knew how to set up hammer for l4d2 since release :D

Regardless, merry Christmas, and happy mapping everyone!

wgooch
12-24-2009, 10:45 PM
HaHa! I find it funny reading some of the comments from the non-mappers here (no offence intended!)
Like, all these issues just seem like really easy things to figure out for me and how
i knew how to set up hammer for l4d2 since release :D

Regardless, merry Christmas, and happy mapping everyone!

Then why help them instead of talking about how you know how to fix their problems?

donkey punch
12-24-2009, 11:19 PM
Scavenge generator isn't loading in map. I opened the scav generator prefab map, added some gas cans, compiled and started the map, and found some issues.

The generator is completely missing. The gas cans appear and respawn after being ignited, but they can be shot/ignited before they've been picked up. I may be mistaken but the cans aren't supposed to light until they've been dropped by a survivor, right?

wgooch
12-24-2009, 11:44 PM
Scavenge generator isn't loading in map. I opened the scav generator prefab map, added some gas cans, compiled and started the map, and found some issues.

The generator is completely missing. The gas cans appear and respawn after being ignited, but they can be shot/ignited before they've been picked up. I may be mistaken but the cans aren't supposed to light until they've been dropped by a survivor, right?

Cans can always be ignited by survivors, infected can only light them once dropped, and make sure there isn't a template or something that is supposed to spawn the generator, on top of that set the name fixup type in the instance too None. If the issue continues to occur, just copy the whole generator vmf directly into your map.

donkey punch
12-25-2009, 12:27 AM
Using the generator VMF, found the template entity and under flags I selected "Don't remove template entities" and it worked like a charm.

Thanks!

Cheque
12-25-2009, 03:13 AM
To all those having problems with dropped VPK files from l4d1 straight into l4d2:

Go bug the authors of those campaigns to recompile all their stuff in the L4D2 editor!
This will most likely eliminate all problems with infected, textures and the nav mesh.

Valve even said so in their blog post, have a look at the last line or so here,
http://www.l4d.com/blog/post.php?id=3286

thefarside
12-25-2009, 05:53 AM
Does anybody have a fix on the "having-to-restart-hammer-after-running-map"-bug?

How long does it usually take for Valve to fix these things?

Blueberry_pie
12-25-2009, 06:40 AM
Try manually running the game instead of letting Hammer do it for you. Just leave the game open and after you compile, use the console to reload the map.

thefarside
12-25-2009, 06:46 AM
Try manually running the game instead of letting Hammer do it for you. Just leave the game open and after you compile, use the console to reload the map.

That sounds like an excellent idea, thank you!

RCagent
12-25-2009, 07:35 AM
I can't look around, mouse look is disabled or something whenever I try playing a add-on. What gives?

Dagen
12-25-2009, 07:57 AM
For everyone saying that hammer is unresponsive on start-up, WAIT, it can take over 10 minutes to load.

Rantie
12-25-2009, 01:22 PM
all i want to know is is there a way to test a scavenge map as survivors? Everytime i spawn in the map its as infected, then when the time goes down the server shuts down D:

Also being able to stop the timer would be grand

JoeInky
12-25-2009, 01:37 PM
Has anyone got the decompiled versions of the official maps?

I don't see why valve didn't include the official ones :s

kommandojoe
12-25-2009, 02:16 PM
Then why help them instead of talking about how you know how to fix their problems?

Because most of there problems aren't even problems ;)

wgooch
12-25-2009, 02:49 PM
all i want to know is is there a way to test a scavenge map as survivors? Everytime i spawn in the map its as infected, then when the time goes down the server shuts down D:

Also being able to stop the timer would be grand

sb_all_bot_team 1 will keep the server up, however it is a cheat command so make sure you start with the map command.

Because most of there problems aren't even problems ;)

Then why not explain it to them?

Predator97
12-25-2009, 06:50 PM
Just caught this today and i'll count it as Valve's present to me finally. Now I can start playing around with this stuff and won't have to resort to the over the top way to create my own tools.

Dionix
12-25-2009, 07:24 PM
I can't get mouselook to work either, when launching a custom map from hammer or from the l4d2 console. Never had this problem with the first game.

treasureman
12-25-2009, 09:23 PM
I have tested most of the custom campaigns on L4Dmaps, but most of them don't work, even those that work have loads of errors and missing textures. The supporting tool still has a long way to go. But anyway it's good Valve released it.

D0NV1T0
12-25-2009, 09:49 PM
I love VALVE :D:D:D

Grim Tuesday
12-25-2009, 10:08 PM
Has anyone got the decompiled versions of the official maps?

I don't see why valve didn't include the official ones :s

http://forums.steampowered.com/forums/showpost.php?p=12490010&postcount=354

Thankyou, I am here till tuesday!

Koogle
12-26-2009, 06:04 AM
For everyone saying that hammer is unresponsive on start-up, WAIT, it can take over 10 minutes to load.

yeah a month of waiting for the same rubbish +bugs... what's an extra few minutes waiting for an aging game editor -its a joke

I love VALVE :D:D:D

:confused:

thefarside
12-26-2009, 06:25 AM
Does anybody know how to make the skybox work? :confused:

Rantie
12-26-2009, 06:52 AM
http://forums.steampowered.com/forums/showpost.php?p=12490010&postcount=354

Thankyou, I am here till tuesday!

JoeInky
12-26-2009, 07:04 AM
env_explosion entities don't seem to work either, always uses the missing texture sprites.

Fr0sT_
12-26-2009, 08:02 AM
does anyone know how can I open official maps on hammer? I give a try with VMEX, the conversor from bsp to vmf but it dont work :/

watlurk
12-26-2009, 08:18 AM
help, Hammer won't stop loading and then it shuts down, I'm using Vista 32bit and tried as administrator

edit: first message i get is "Couldn't find custom font file 'resource/HALFLIFE2.tff'"

edit2: i just had to give it time, it works now

BarracudaATA
12-26-2009, 09:49 AM

(please mirror if possible, my bandwidth is limited on my web space)

But of course, nobody did :mad:

I'll upload them somewhere else later...

Rantie
12-26-2009, 10:14 AM
Your a saint barracuda, thanks so much :D

Ishmayl
12-26-2009, 11:20 AM
Fantastic, hopefully the custom campaigns will start rolling in.

Ghost_Zero
12-26-2009, 11:47 AM
I was working on porting an L4D map to Scavenge, and for some reason, none of the ladders loaded and a bunch of the props became not solid.

Edit: My bad, I had the visgroups turned off for them. Take no heed to the above bug.

emetalce
12-26-2009, 01:03 PM
Seems like Hammer lags a bunch when there is loads of displacements..

jmplayer
12-26-2009, 02:46 PM
env_explosion entities don't seem to work either, always uses the missing texture sprites.

Or you can use an info_particle_system to make explosions.

Honolulu
12-26-2009, 04:21 PM
question for server owners? do we have to install the addon tool on the server too? and how would i do it?

donkey punch
12-26-2009, 05:10 PM
Does anybody know how to make the skybox work? :confused:

change the sky under map properties to one of the l4d2 skies. helps to do this under hammer settings for the default sky as well.

here's a thread with all the environment settings, including sky names http://forums.steampowered.com/forums/showpost.php?p=12308329&postcount=78

i made a test map of all the environment instance vmfs, using all the appropriate skies (the skies are wrong in half the vmfs provided). i'll post once i've uploaded them somewhere.

thefarside
12-27-2009, 06:07 AM
change the sky under map properties to one of the l4d2 skies. helps to do this under hammer settings for the default sky as well.

here's a thread with all the environment settings, including sky names http://forums.steampowered.com/forums/showpost.php?p=12308329&postcount=78

i made a test map of all the environment instance vmfs, using all the appropriate skies (the skies are wrong in half the vmfs provided). i'll post once i've uploaded them somewhere.
And it actually works! Thank you very much!

Extreme_0ne
12-27-2009, 06:33 AM
question for server owners. do we have to install the addon tool on the server too? and how would i do it?

No .

Fr0sT_
12-27-2009, 10:41 AM
many thanks!!

no00dylan
12-27-2009, 02:05 PM
Anyone know of a list of soundscapes?

JonnyTiney
12-27-2009, 02:44 PM
^ I was just wondering the same thing.

thresh0ld
12-27-2009, 05:29 PM
Additional support for mods in-game will be coming over the next month (after the holidays). We will have more details as those items get closer to release. We just wanted to make sure Modders could start with the Authoring Tools over the holidays.

Thanks everyone for your patience and the Left 4 Dead team wishes you all happy holidays.

This is why I love Valve more than Infinity Ward.

pk514
12-27-2009, 09:57 PM
How do you bypass the camera black screen? When I go to run a map and exit the game, the camera goes black and I'm unable to select any modes (3d texture, 2d, etc).

mikeyca
12-27-2009, 11:26 PM
How do you bypass the camera black screen? When I go to run a map and exit the game, the camera goes black and I'm unable to select any modes (3d texture, 2d, etc).
It's not supposed to do that--it's a bug right now. What's worked for me in the meantime is to leave L4D2 running in a smaller window in the background, then when I go to compile my map I check the "Don't run game after compiling" box. After the map is done compiling, I just load the map from console in the game. When you go back to Hammer, it should still be running just fine.

Side note, you'll still get crashes, either with Hammer or L4D2. Ever since the update and authoring tools, my L4D2 has crashed numerous times while working on custom maps. Oftentimes it crashes while I'm editing the nav mesh, but sometimes it crashes after running a nav_analyze or just switching levels.

pk514
12-27-2009, 11:45 PM
It's not supposed to do that--it's a bug right now. What's worked for me in the meantime is to leave L4D2 running in a smaller window in the background, then when I go to compile my map I check the "Don't run game after compiling" box. After the map is done compiling, I just load the map from console in the game. When you go back to Hammer, it should still be running just fine.

Side note, you'll still get crashes, either with Hammer or L4D2. Ever since the update and authoring tools, my L4D2 has crashed numerous times while working on custom maps. Oftentimes it crashes while I'm editing the nav mesh, but sometimes it crashes after running a nav_analyze or just switching levels.

Thanks, it's working. Guess its a temporary workaround until they fix it.

Dr.Boo.j2
12-28-2009, 02:24 AM
You guys know those abstract CS:S maps like blahhh, bohhh, arghhhh, etc? We and a couple of j2ers were actually thinking about making a L4D2 campaign like this :)
But I don't know how the L4D2 community would react to this because it's a really, really different theme than what we're used to... I don't know if anyone would actually like a campaign like this.
I'd really love to make this though. bohhh is probably the map I had most fun making ever. The Jungle Ruins come in close second.

I also want to create a creepy campaign some day, but inducing fear in people in a fast-pace, action-packed game like L4D2 is not gonna be easy at all.

Trentemoller
12-28-2009, 02:28 AM
You guys know those abstract CS:S maps like blahhh, bohhh, arghhhh, etc? We and a couple of j2ers were actually thinking about making a L4D2 campaign like this :)
But I don't know how the L4D2 community would react to this because it's a really, really different theme than what we're used to... I don't know if anyone would actually like a campaign like this.
I'd really love to make this though. bohhh is probably the map I had most fun making ever. The Jungle Ruins come in close second.

I also want to create a creepy campaign some day, but inducing fear in people in a fast-pace, action-packed game like L4D2 is not gonna be easy at all.

Its not everyone's thing, but i'm sure you would find a lot of fans.

jmplayer
12-28-2009, 04:07 AM
Who knows, I might be able to finish a Parish-styled finale with occasional moments of standard L4D finale (lower a dumpster to get across a gap, and light up the burger tank sign to signal the boat) to stop the survivors by new years. Once I get it working, then will I post the tut for a gauntlet.

(Source: the decompiled map of TP5.)

donkey punch
12-29-2009, 07:56 AM
I'm looking for a console command to force the team and gametype when I manually load a custom map for testing.

Every time I load a map to playtest I'm randomly thrown onto infected or survivor team, sometimes it's realism, sometimes it's scavenge, what gives? I'm simply typing "map mapname" into console, and I keep getting these random settings. I'm sure I saw a command to do this once, but I never wrote it down and now I can't find it.

joe_dirt976
12-29-2009, 01:05 PM
I'm looking for a console command to force the team and gametype when I manually load a custom map for testing.

Every time I load a map to playtest I'm randomly thrown onto infected or survivor team, sometimes it's realism, sometimes it's scavenge, what gives? I'm simply typing "map mapname" into console, and I keep getting these random settings. I'm sure I saw a command to do this once, but I never wrote it down and now I can't find it.

i think it might be, "map <mapname> <coop, versus, survival, or scavange>"

RezzaNL
12-29-2009, 02:54 PM
Hi Forum,2 days ago i installed l4d2 sdk the first prolem i encountered was not being able to play maps i made. I checked for errors but couldn't find any.The wierd thing is i can load and play tutorial maps without any problems.In addition today the world model viewer stopped working.I get error no mdl. file.Anyone have an idea what is wrong with it? Thx 4 your help.

Fr0sT_
12-29-2009, 09:50 PM
hey, When i compile my map I'm getting hammer freeze after back window (When close the game), as hammer take so long on load i were tired of this and formated the pc, and it continues ,does anyone know what could I do please?

Sorry for my english >.<

battalion
12-30-2009, 05:05 AM
how do you make curved surfaces, i mean like cliffs and hills. I know how to make blocks, but i cannot make them rough.

SpikedRocker
12-30-2009, 06:30 AM
Hi Forum,2 days ago i installed l4d2 sdk the first prolem i encountered was not being able to play maps i made. I checked for errors but couldn't find any.The wierd thing is i can load and play tutorial maps without any problems.In addition today the world model viewer stopped working.I get error no mdl. file.Anyone have an idea what is wrong with it? Thx 4 your help.

Have you installed L4D2 Addons Support as well? That might be your problem.

hey, When i compile my map I'm getting hammer freeze after back window (When close the game), as hammer take so long on load i were tired of this and formated the pc, and it continues ,does anyone know what could I do please?

Sorry for my english >.<

Hammer on L4D takes forever to load, but its possible depending on how big your map is and how many entities and faces you have it could be crashing the compiler. Try disableing the VRAD (or another one) on your first compile to see if that helps any.

how do you make curved surfaces, i mean like cliffs and hills. I know how to make blocks, but i cannot make them rough.

Hammer cannot build concave surfaces, you can "fake" it by having a bunch of blocks organized into a concave shape but it takes patience and time. But for cliffs and hill type curves (convex) you can use the Displacement Tool. You can find out more about them from the Developement Wiki.

joe_dirt976
12-30-2009, 01:34 PM
how do you make curved surfaces, i mean like cliffs and hills. I know how to make blocks, but i cannot make them rough.

here you go
http://developer.valvesoftware.com/wiki/Displacement

Fr0sT_
12-30-2009, 03:39 PM
Hammer on L4D takes forever to load, but its possible depending on how big your map is and how many entities and faces you have it could be crashing the compiler. Try disableing the VRAD (or another one) on your first compile to see if that helps any.

I tried to disable VRAD and VIS but problem still freezing me the map, seems to be something about hammer or pc, (not with map) because it passing on every map, full of geometry and details or new map with the basic skybox and ground :/

Axianamos
12-30-2009, 04:20 PM
Heres a really stupid question to rage at me for.

Will the add-on support automatically detect the original l4d campaigns? or will i have to convert them. Basically, how to i get them working?

Also, is there a way now to import the original cast into l4d2?

joe_dirt976
12-30-2009, 06:55 PM
Heres a really stupid question to rage at me for.

Will the add-on support automatically detect the original l4d campaigns? or will i have to convert them. Basically, how to i get them working?

Also, is there a way now to import the original cast into l4d2?

why do all the hard work when someone else has?
http://www.l4dmods.com/

custom_hell
12-30-2009, 08:24 PM
Hi Forum,2 days ago i installed l4d2 sdk the first prolem i encountered was not being able to play maps i made. I checked for errors but couldn't find any.The wierd thing is i can load and play tutorial maps without any problems.In addition today the world model viewer stopped working.I get error no mdl. file.Anyone have an idea what is wrong with it? Thx 4 your help.

I might be having a similar problem

I can open my map in l4d2 hammer after installing the addon, everything loads fine minus a few missing textures. When I go to run map it wont open. Ive tried deleting all entities that have actions or physics tied to them that might be l4d1 specific but still no luck. The map runs fine in l4d1 hammer, despite the few errors i have yet to fix..heres a print out of my log if anyone has any ideas, i really want to get this map into l4d2sdk.

-------------------------------------------------------------------------------
Running command: cd "c:\program files (x86)\steam\steamapps\common\left 4 dead 2
\bin"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "c:\program files (x86)\steam\steamapps\common\left 4 dead 2\bi
n\vbsp.exe" -game "c:\program files (x86)\steam\steamapps\common\left 4 dead 2\l
t\mapsrc\AI done"
-------------------------------------------------------------------------------

Valve Software - vbsp.exe (Nov 10 2009)
materialPath: c:\program files (x86)\steam\steamapps\common\left 4 dead 2\left4d
psrc\AI done.vmf
"materials/nature/blenddirtdirt001a_tooltexture.vtf": cached version doesn't exi
st
Patching WVT material: maps/ai done/nature/blenddirtdirt001a_wvt_patch
Patching WVT material: maps/ai done/concrete/blend_sidewalk_dirt_wvt_patch
fixing up env_cubemap materials on brush sides...
**** leaked ****
Entity func_illusionary (-1688.19 6.64 331.76) leaked!
Processing areas...
Brush 25881: areaportal brush doesn't touch two areas

Brush 23406: areaportal brush doesn't touch two areas

Brush 23406: areaportal brush doesn't touch two areas

Brush 23406: areaportal brush doesn't touch two areas

Brush 23406: areaportal brush doesn't touch two areas

Brush 23406: areaportal brush doesn't touch two areas

Brush 23406: areaportal brush doesn't touch two areas
done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 372 detail faces...done (0)
Merging details...done (0)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (353031 bytes)
Cannot build Physics2 data
-----------
DataLinker total stream size 0.0 KiB
Error! prop_static using model "models/props_doors/door_urban_rooftop_damaged_br
eak.mdl", which must be used on a dynamic entity (i.e. prop_physics). Deleted.
mdl"!
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 2675 texinfos to 1227
Reduced 148 texdatas to 111 (5144 bytes to 4230)
Writing C:\Program Files (x86)\Steam\steamapps\common\left 4 dead\sdk_content\ma
psrc\AI done.bsp
2 seconds elapsed

-------------------------------------------------------------------------------
Running command: cd "c:\program files (x86)\steam\steamapps\common\left 4 dead 2
\bin"
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Running command: "c:\program files (x86)\steam\steamapps\common\left 4 dead 2\bi
n\vvis.exe" -game "c:\program files (x86)\steam\steamapps\common\left 4 dead 2\l
t\mapsrc\AI done"
-------------------------------------------------------------------------------

Valve Software - vvis.exe (Nov 10 2009)
psrc\AI done.bsp
max farz in all env_fog_controller entities: -1.000000 (used for radial vis)
psrc\AI done.prt

Finished. Press a key to close.

EDIT *ok so ive cordened off the main part of the map with the cordon tool..it all works fine now...It could be somthing to do with **** leaked ****
Entity func_illusionary (-1688.19 6.64 331.76) leaked! which is extraneous background pics i havent really bothered to connect properly. Im confused as to why it worked in l4d1 hammer though and not 2.

Dr. freeeeemann
12-30-2009, 08:29 PM
you have a leak.

Fix it.

custom_hell
12-30-2009, 08:59 PM
you have a leak.

Fix it.

is there a way I can find out which entity is leaking in the map? im not sure what is actually leaking, im guessing these are the coordinates (-1688.19 6.64 331.76) how can i find that location on the grid. sorry for being noob.

12-30-2009, 09:59 PM
Sigh. I asked earlier but nobody responded so like an idiot i will ask again: what do I have to do to make this SDK appear in my tools on Steam? I bought l4d2 on pre-release and the SDK just doesn't show up anywhere as an option... I have Source SDK Base in the tools section, but that's it.

donkey punch
12-30-2009, 10:57 PM
is there a way I can find out which entity is leaking in the map? im not sure what is actually leaking, im guessing these are the coordinates (-1688.19 6.64 331.76) how can i find that location on the grid. sorry for being noob.

If you have a leak error just find Map in the dropdown menu and select Load Pointfile. It will draw a beautiful red line from the entity to the leak itself.

As for my earlier question, just adding coop, etc in console isn't changing the game type when I test my maps. I still get random game types. And I keep getting thrown randomly onto the infected side. It's getting old reloading the map 5 times before I can playtest it as a survivor.

custom_hell
12-31-2009, 12:08 AM
If you have a leak error just find Map in the dropdown menu and select Load Pointfile. It will draw a beautiful red line from the entity to the leak itself.

As for my earlier question, just adding coop, etc in console isn't changing the game type when I test my maps. I still get random game types. And I keep getting thrown randomly onto the infected side. It's getting old reloading the map 5 times before I can playtest it as a survivor.

thanks donkey punch, good post. It seems my leak is tied to entity illusionary and i cant find the entity anywhere. I even deleted some suspect brushes and entities, cleaned some lines up and the leak is still there. I have attached some pics of the error which seems to exist outside my skybox...might be a simple fix but im stumped. any ideas? thanks.

http://i121.photobucket.com/albums/o223/eternalgorias/error2.jpg

http://i121.photobucket.com/albums/o223/eternalgorias/error.jpg

These screencaps are from either side of the skybox where the error is, i find it strange the level loads in L4D1 SDK but not the 2nd one unless I corden of sections of the map thus excluding the leak. Anyway its newyears so time to go get pissed. HAPPY NEW YEARS STEAM USERS.

jmplayer
12-31-2009, 12:14 AM
I have a glitch with the pointfile. I used this way before L4D2. In L4D2, when checking for areaportal leaks, it doesn't even help at all. It just draws a line straight out, instead of showing me where the leak is.

@Custom_hell, do you have a orgin (the sphere thingy that exist inside of most brush entities) outside the map. You might want to check 'Show Orgin' on the uppper toolbox and then select all to see.

Also, fix the areaportal leak as well.

http://developer.valvesoftware.com/wiki/Leak

Sigh. I asked earlier but nobody responded so like an idiot i will ask again: what do I have to do to make this SDK appear in my tools on Steam? I bought l4d2 on pre-release and the SDK just doesn't show up anywhere as an option... I have Source SDK Base in the tools section, but that's it.

Did you restart Steam?

Dr. freeeeemann
12-31-2009, 12:47 AM
is there a way I can find out which entity is leaking in the map? im not sure what is actually leaking, im guessing these are the coordinates (-1688.19 6.64 331.76) how can i find that location on the grid. sorry for being noob.

http://developer.valvesoftware.com/wiki/Leak

donkey punch
12-31-2009, 02:43 AM
thanks donkey punch, good post. It seems my leak is tied to entity illusionary and i cant find the entity anywhere. I even deleted some suspect brushes and entities, cleaned some lines up and the leak is still there. I have attached some pics of the error which seems to exist outside my skybox...might be a simple fix but im stumped. any ideas? thanks.

http://i121.photobucket.com/albums/o223/eternalgorias/error2.jpg

http://i121.photobucket.com/albums/o223/eternalgorias/error.jpg

These screencaps are from either side of the skybox where the error is, i find it strange the level loads in L4D1 SDK but not the 2nd one unless I corden of sections of the map thus excluding the leak. Anyway its newyears so time to go get jarateed. HAPPY NEW YEARS STEAM USERS.

Something's wrong with that brush. Maybe you tied it to a func_detail, maybe illusionary. Just delete the brush and remake it. Or, sometimes regrouping a brush unties it.

jmplayer
12-31-2009, 03:07 AM
Something's wrong with that brush. Maybe you tied it to a func_detail, maybe illusionary. Just delete the brush and remake it. Or, sometimes regrouping a brush unties it.

That brush is not green or purple like other brush_entities. To turn a brush entity back to a world brush, one can type in ctrl + shift + w.

SpikedRocker
12-31-2009, 06:18 AM
I tried to disable VRAD and VIS but problem still freezing me the map, seems to be something about hammer or pc, (not with map) because it passing on every map, full of geometry and details or new map with the basic skybox and ground :/

One thing you can try, I am not sure if it would even work but hey it sounds like you hit a dead end, Load the map in L4D1 Hammer and run it. You'll have to change a few entities but if you can compile it here then we can probably say theres an issue with the L4D2 Hammer and not your PC. If you don't have L4D1, find a friend or someone you can trust with your map and have them run it.

12-31-2009, 08:42 AM
Did you restart Steam?
I have restarted Steam, my PC, everything. I have been trying to get this SDK for days and I seem to be the only guy for whom it does not appear under Tools or anywhere.
I've bought a number of games during the Steam sale, they all showed up just fine so my account doesn't really have a problem. VAC in good standing as well.
I can't figure that one out.

Wazanator
12-31-2009, 10:43 AM

ThaiGrocer
12-31-2009, 12:04 PM
I'm having major issues with creating survival maps where things disappear or don't work as intended. The following is what I have noticed so far. Trigger_remove doesn't work in survival mode, but works in coop mode. Weapons (even with the MUST EXIST flag) do not show up in survival mode, but show up in coop mode. Also, to top it off, prop_physics entities can't be shoved around in survival mode, where they can be moved around freely by the user in survival mode.

jmplayer
12-31-2009, 12:12 PM
I'm having major issues with creating survival maps where things disappear or don't work as intended. The following is what I have noticed so far. Trigger_remove doesn't work in survival mode, but works in coop mode. Weapons (even with the MUST EXIST flag) do not show up in survival mode, but show up in coop mode. Also, to top it off, prop_physics entities can't be shoved around in survival mode, where they can be moved around freely by the user in survival mode.

For the weapons not spawning, I guess even Valve has to improvise by manually spawning the weapons with the point_template entity.

Koogle
12-31-2009, 02:18 PM
still no fix or solution on a faster method of getting hammer to start up faster... 1min++ is taking the piss, are the long loading times just to put mappers off or what! needs sorting out valve! not next year :P oh hangon too late

ThaiGrocer
12-31-2009, 02:41 PM
For the weapons not spawning, I guess even Valve has to improvise by manually spawning the weapons with the point_template entity.
Thanks! Your solution worked for me. info_gamemode postSurvivalIO output is required to trigger a point_template containing the melee weapons force spawn. I had to resolve the issues I stated before before that worked:

I had previously changed the target compile folder to a folder in addons, but Hammer failed to obey that change. It instead compiled a map either in the maps folder or in the folder I pointed to. As a result, the files were conflicting and did not load any changes to my map most of the time.

Going back to the default target compile folder and deleting any duplicate files found in the addons folder, I was able to use trigger_remove.

A prop_physics of the junk crate (wood_crate) still does not move when in survival mode, but can be shoved around in coop mode.

still no fix or solution on a faster method of getting hammer to start up faster... 1min++ is taking the jarate, are the long loading times just to put mappers off or what! needs sorting out valve! not next year :P oh hangon too late

It was never 'fixed' for L4D1 authoring tools and I have doubts it will be fixed for these authoring tools. I would like to see them make the authoring tools less prone to crashing than better load time. Sometimes I just crash by nudging an entity around with a keyboard in 2D a viewport.

mikejaxer
01-01-2010, 08:17 AM
Is it just me or does the SDK sometimes crash without any warnings or anything

SpikedRocker
01-01-2010, 08:37 AM
still no fix or solution on a faster method of getting hammer to start up faster... 1min++ is taking the jarate, are the long loading times just to put mappers off or what! needs sorting out valve! not next year :P oh hangon too late

Heres the reason why this happens, I doubt it will be fix be cause it is necessary:
L4D utilizes a different file structure from other Source based games. Hammer also searches through all the game's textures, models, VGUI materials and sounds as well as loading different shaders. These checks can equate to thousands of individual process events. - From Valve Developer Wiki

Feltorn
01-01-2010, 09:52 AM
Anyone know if there are any tutorials yet? How to add UCI and so on?

BossAlin3
01-01-2010, 11:16 AM

JonnyTiney
01-01-2010, 12:46 PM
I know people would likely port the levels into L4D1, but I wish the SDK included the the project files for the levels in the game like L4D1's SDK did. It made it easier to see how things were set up.

Koogle
01-01-2010, 02:41 PM
L4D utilizes a different file structure from other Source based games. Hammer also searches through all the game's textures, models, VGUI materials and sounds as well as loading different shaders. These checks can equate to thousands of individual process events.

An interesting excuse, I still see the l4d/2 hammer sdk as pathetic though.

Dionix
01-01-2010, 02:56 PM
I tried to disable VRAD and VIS but problem still freezing me the map, seems to be something about hammer or pc, (not with map) because it passing on every map, full of geometry and details or new map with the basic skybox and ground :/

Disable launch map after compiling. Set your 3d view to a 2d view, minimize hammer, launch l4d2 from steam and load your map with the console.

L. Power
01-01-2010, 09:48 PM
My Addons are not showing up in L4D2 at all. They are in "Extras->Addon-Campaigns" but when I want to play them they aren't in the list... there are NONE

Try to verify your game cache. It said to me 3 files were messed up and started to patch it.

dasupernerd
01-02-2010, 02:14 AM
My model world does not work..... i opened it then went to play another game. later about 7 hours i checked its still hanging. i restarted sdk and model world made my entire hammer crash.

Feltorn
01-02-2010, 06:11 AM
I'm trying to spawn a single melee weapon in my saferoom, but it's not showing up...

Also, A bunch of models arn't showing up.

ThaiGrocer
01-02-2010, 10:14 AM
I'm trying to spawn a single melee weapon in my saferoom, but it's not showing up...

Also, A bunch of models arn't showing up.

There is a known bug with melee weapons (also discovered, chainsaws) where they won't spawn unless you assign them to point_template and forcespawn with info_gamemode, specifically outputs OnCoopPostIO, OnSurvivalPostIO, etc. Hope this helps!

SpikedRocker
01-02-2010, 03:46 PM
Anyone know if there are any tutorials yet? How to add UCI and so on?

This is probably the best source for information, even though most of it is incomplete but you can reference L4D1 stuff: http://developer.valvesoftware.com/wiki/Left_4_Dead_2_Level_Creation UCI are added automatically by the Director, but to set what type a custom map is used, thats in a configuration script file. Here's a basic rundown of how that works: http://developer.valvesoftware.com/wiki/Left_4_Dead_Infected_Populations It doesn't include the UCI models but if you open the same file from the Offical campaign you should find it.

Go to the tools tab on your Steam program and it will be in that list.

Z3R0OneOneSe7en
01-02-2010, 03:52 PM
holy s*** it was realeased on my brithday..man i was messed up if i missed this realse NICE ^_^
ty valve

custom_hell
01-02-2010, 07:41 PM
Something's wrong with that brush. Maybe you tied it to a func_detail, maybe illusionary. Just delete the brush and remake it. Or, sometimes regrouping a brush unties it.

@Custom_hell, do you have a orgin (the sphere thingy that exist inside of most brush entities) outside the map. You might want to check 'Show Orgin' on the uppper toolbox and then select all to see.

Also, fix the areaportal leak as well.

http://developer.valvesoftware.com/wiki/Leak

Did you restart Steam?

turns out an entity illusionary's origin had somehow moved outside my skybox just near the brush (I prob did somthing by accident), I just couldnt see it until i selected all like you said. while this wasnt a problem in l4d1 hammer, 2 didnt like it. Anyway all good now XD, level loads fine. thanks for the help.

JonnyTiney
01-03-2010, 09:53 AM
Hi. I'm having a problem where all my reflective textures are going all colourful in game and was wondering if anyone here knew how to fix this (Screenshot (http://i49.tinypic.com/2z67es4.jpg)). I've tried putting a few env_cubemap's down but still having problems.

Also, does anyone know how to add the rain from hard rain into your own custom map?

Thanks for any help in advance.

EDIT: Hmm... It seems to be when I have a cubemap down everything goes multicoloured. Does anyone know how I can overcome this?

jmplayer
01-03-2010, 12:00 PM
Also, does anyone know how to add the rain from hard rain into your own custom map?

Go to your instancing folder inside where your VMFs are located. Find the C4M4 storm stuff. Copy and paste that into your map, and you've got the Hard Rain stuff. (You need a 3D skybox for the storm to render thunderstorms.)

JonnyTiney
01-03-2010, 12:17 PM
Thanks, but when I do that (Copying everything from all 3 files) my compiler says:

"Could not open instance file instance/fx_lightning_strike.vmf"

Help on this and my other problem are still needed.

jmplayer
01-03-2010, 12:30 PM
Thanks, but when I do that (Copying everything from all 3 files) my compiler says:

"Could not open instance file instance/fx_lightning_strike.vmf"

Help on this and my other problem are still needed.

Did you actually play your map in-game to test the storm?

(To test it, have cheats enabled, and type this into the console. (ent_fire relay_storm_start trigger))

JonnyTiney
01-03-2010, 12:39 PM
oo. Nice thanks. I see fog and lightning with thunder sounds, but I don't see any rain. Do you by any chance also know what's up with this? And, do you know which skybox matches it?

jmplayer
01-03-2010, 12:42 PM
oo. Nice thanks. I see fog and lightning with thunder sounds, but I don't see any rain. Do you by any chance also know what's up with this? And, do you know which skybox matches it?

You should create a brush that fills the entire map and turn it to a brush entity called (func_precipation), and select the storm precipation I think. (I did forget about the rain :()

And Valve uses the skybox texture (sky_l4d_c4m4_hdr) for their storm in Hard Rain.

JonnyTiney
01-03-2010, 01:02 PM
Thanks a lot - Looks awesome :)

However, I'm still having this problem (http://i49.tinypic.com/2z67es4.jpg) when I put a cubemap down.

BarracudaATA
01-03-2010, 01:51 PM
Go to your instancing folder inside where your VMFs are located. Find the C4M4 storm stuff. Copy and paste that into your map, and you've got the Hard Rain stuff. (You need a 3D skybox for the storm to render thunderstorms.)

That's not the way how the new instance system works... you don't need to copypaste stuff anymore. Just put a func_instance somewhere and set file to instance/c4m4_storm_ents.vmf. You'll probably need instance/c4m4_storm_logic.vmf, too.

Dr. freeeeemann
01-03-2010, 02:05 PM
Hi. I'm having a problem where all my reflective textures are going all colourful in game and was wondering if anyone here knew how to fix this (Screenshot (http://i49.tinypic.com/2z67es4.jpg)). I've tried putting a few env_cubemap's down but still having problems.

Also, does anyone know how to add the rain from hard rain into your own custom map?

Thanks for any help in advance.

EDIT: Hmm... It seems to be when I have a cubemap down everything goes multicoloured. Does anyone know how I can overcome this?

type buildcubemaps in console

JonnyTiney
01-03-2010, 02:24 PM
Yeah I've tried that too but they remain the same. Only the doors actually required the cubemap in my level, so I've replaced them with something that doesn't and now everything looks fine again (Without cubemaps).

Dr. freeeeemann
01-03-2010, 02:27 PM
you should always put cubemaps in your level. the guns use them, as do the zombies

jmplayer
01-03-2010, 03:11 PM
That's not the way how the new instance system works... you don't need to copypaste stuff anymore. Just put a func_instance somewhere and set file to instance/c4m4_storm_ents.vmf. You'll probably need instance/c4m4_storm_logic.vmf, too.

The way I posted was an alternative to that, since I did not know how to put instances into a vmf. I guess this works more effiecently.

JonnyTiney
01-04-2010, 09:35 AM
you should always put cubemaps in your level. the guns use them, as do the zombies

That's what I thought but they actually look exactly the same as to when there are cubemaps that are working down. I 'guess' the reason why the messed up for me was because of this 'Warning: Fell out of small block heap!' error. After some research it means that I have too much world geometry (So I changed my detail blocks to func_detail), but still get error.

panzer1b
01-04-2010, 09:38 AM
addons DO NOT WRK in anythin but singlep or campain, i mean why are they bein blocked/not loaded
some cvars?
what, an how do i get em to wrk!!!!!!!

Tenn1502
01-04-2010, 10:17 PM
NOTE: All skyboxes will work if you add _hdr to the sky name.

But none of my lighing entities are working.

SpikedRocker
01-05-2010, 06:09 AM
addons DO NOT WRK in anythin but singlep or campain, i mean why are they bein blocked/not loaded
some cvars?
what, an how do i get em to wrk!!!!!!!

Install the L4D2 Addons Support in the tools section.

NOTE: All skyboxes will work if you add _hdr to the sky name.

But none of my lighing entities are working.

What isn't working about them? Are they not there (so its just sky/sun light? Or are they not functioning the way they are supposed to? A Screenshot would help here.

no00dylan
01-05-2010, 02:36 PM
Does anyone know how to make survivors say specific lines? For example, how to make coach say "If I see a zombie runin at me with a sample tray, I ain't shootin it!"
I've looked in the maps, cant find anything anywhere.

JonnyTiney
01-05-2010, 02:38 PM
I know you can do it with triggers and ambient_sound (I think that's what it is), but I'd like to know how to have them animate too at the start of the game and set a camera route (Like our own intro cutscene).

L. Power
01-05-2010, 06:33 PM
Is any bsp 21 decompiler out there?

50 Foot Ant
01-05-2010, 08:40 PM
I read the whole thing but didn't see it...

Has anyone figured out what is with the "Cant find..." for the tff and the textures?

Or is it something I can safely ignore?

SpikedRocker
01-06-2010, 03:33 AM
Does anyone know how to make survivors say specific lines? For example, how to make coach say "If I see a zombie runin at me with a sample tray, I ain't shootin it!"
I've looked in the maps, cant find anything anywhere.

I know you can do it with triggers and ambient_sound (I think that's what it is), but I'd like to know how to have them animate too at the start of the game and set a camera route (Like our own intro cutscene).

These are done in scripts, particually the choreographed scene entity. They are complex if you are new to mapping but walkthroughs can be found on valves developer wiki. http://developer.valvesoftware.com/wiki/Category:Choreography. For the lines, I beleive you use this stuff: http://developer.valvesoftware.com/wiki/L4D_Soundscripts I've not played with these personnaly but it sounds like what is needed.

I read the whole thing but didn't see it...

Has anyone figured out what is with the "Cant find..." for the tff and the textures?

Or is it something I can safely ignore?

Try finding the missing textures in the L4D/2 folders and copy them into the sdk folder. any missing textures after that need to be reported to valve in the level designers section of the forum.

fmpfmp
01-07-2010, 05:25 AM
Well, community just created a L4D1 extra assets files containing all missing textures. I can't believe that Valve can't to do this for yourself. Play any custom campaign with only Valve Addon Support and you will see missing textures. Death Aboard 7, Heaven Can Wait, Death Row... all of them have texture errors.

If you don't wanna see missing texture errors then download this extra assets vpk: http://www.mediafire.com/?2dg2xtjjmgw

It isn't the only problem. Any campaign having L4D1 SteamIDApp reference in addoninfo.txt don't appear in menu for selection. Only campaigns without this line appear. And if version number have a dot char then campaign don't appear too, it needs to be a full integer number (if it is 2.3 then should be 2).

panzer1b
01-07-2010, 05:43 AM
Install the L4D2 Addons Support in the tools section.

i did do this, but still they only wrk in sp an campain, i mean can it be some sort of server side ♥♥♥♥ blockin custom models or something?

cause this makes it almost game breaking, wher is my zoey gone!!!!!

i hate new survivors period

SpikedRocker
01-07-2010, 06:17 AM
I think (if I'm wrong someone correct me), in online mode custom models like that does not work unless the server is running them as well. If its possible, you probably should overwrite the old L4D2 files you wanted to replace (I wouldn't cause I hate playing around with stuff like that). I only suggest these things cause in running CS:S servers for custom models to work you have to overwrite existing files so your client thinks its running the right stuff.

IMO, customizing the game like this usually leads to issues down the line that you always end up having to fix upon game updates. I tend to stay away from these cause if they are installed wrong they break the game or in some cases can cause other issues outside the game.

You might want to ask this question of how to add custom models and to get them to work in the general L4D2 forum as this thread has to do with SDK issues and this is not an SDK issue.

Yanzl
01-07-2010, 01:09 PM
I'm quite new to mapping and I have some problems.
My safe rooms don't work. I made info_landmark, checkpoint door and trigger info_changelevel, but whan I play it in game it doesn't work. The same is for tutorial map.
Also, can you make multiple tirgger brushes, then gorup them to one if the safe room is not square shaped, or does it have to be one brush?
And how do you make weapons spawn in the gun cabinet prop, they always spawn on the floor next to it?
Thanks

SpikedRocker
01-08-2010, 03:22 AM
If you could, describe the checkpoint issue more. seems that its just not changing to the next map correct?

You could make multiple triggers if you wanted to but not sure why?

And weps in the cabinet must be maniplulated to"rest" upright and not just have random wep spawn entity.

Yanzl
01-08-2010, 05:50 AM
When I close the door, there is no loading screen and I can still play.

SpikedRocker
01-08-2010, 06:32 AM
If your saferoom is not rectangular in shape, you can use a multiple sided brush and by using vertex manipulation make the trigger fit better. As far as not it not changing the map, make sure the door is facing the right way. Remember the door spray on it must be facing outward and you are using "checkpoint_door_02.mdl" door. Best I can say is double check all your properties on the door, info_landmark and trigger_changelevel. I have yet to hear this problem happening to others.

Yanzl
01-08-2010, 06:48 AM
I checked everything again, it didn't work, as I said it also doesn't work in the official tutorial safe room. Can 64bit Windows be the problem?

SpikedRocker
01-08-2010, 09:20 AM
I doubt that would be it. This might sound like a dumb question but is the next map working as well? like can you just manually get in and play with no problems? could be the next map file name is wrong? there is just alot of variables that could be wrong.

50 Foot Ant
01-08-2010, 11:18 AM
Try finding the missing textures in the L4D/2 folders and copy them into the sdk folder. any missing textures after that need to be reported to valve in the level designers section of the forum.

Man, there's a HUGE stack of them too. I tried moving the HALFLIFE2.ttf into the directory, but it says it still cannot find it. I moved a few other of the top missing files there, and it can't find them.

It keeps telling me it can't find the cached versions. Any suggestions?

SpikedRocker
01-08-2010, 12:52 PM
I've been told this: http://www.mediafire.com/?2dg2xtjjmgw has alot of the files. And HALFLIFE2.ttf is just the special text used in Half Life...its not that essential unless you plan to use their special little theta (I think) character for an "a". I'm not sure what the cached version are, but I think thats just the programing "pre-loading" textures and since there are missing textures this error would appear. Try downloading that file pack and installing it and see if that helps with those errors.

Boklau
01-08-2010, 02:42 PM
Anyone have any ideas and how do you make snow?

jmplayer
01-08-2010, 03:27 PM
I checked everything again, it didn't work, as I said it also doesn't work in the official tutorial safe room. Can 64bit Windows be the problem?

Did you build and analyzed navs in the checkpoint?

SpikedRocker
01-08-2010, 03:46 PM
Anyone have any ideas and how do you make snow?

Use this: http://developer.valvesoftware.com/wiki/Func_precipitation

You might have to refer to the Precipitation Issues link on that page if it gives you problems.

Yanzl
01-09-2010, 06:04 AM
Did you build and analyzed navs in the checkpoint?

I didn't, will try it now.

EDIT: It worked, thanks.

mikeyca
01-10-2010, 11:29 AM
Not sure if anyone can help out here. I'm trying to make a scavenge version of one of the maps in a campaign I'm making. I'm slowly figuring out how to force some entities to spawn, but the survivors continue to spawn clipped in the ground. My nav mesh is marked with checkpoint and the info_survivor entities are not placed too low. Anyone have any ideas?

SpikedRocker
01-10-2010, 03:37 PM
Check the spawn entities and make sure they are 1 unit above the ground.

50 Foot Ant
01-10-2010, 03:46 PM
I've got the black skybox of doom.

Help me, Obi Wan, you're my only hope!

jmplayer
01-10-2010, 09:36 PM
Anyone have any ideas?

Did you delete all of the info_survivor_positions inside the game(kill them using the info_gamemode entity) and make the director force survivor positions?

Also, you can use the point_template entity to force items to spawn.

I've got the black skybox of doom.

Do you have a 3d skybox?

SpikedRocker
01-11-2010, 02:59 AM
I've got the black skybox of doom.

Help me, Obi Wan, you're my only hope!

Check for leaks. this some times can be the culprit.

50 Foot Ant
01-11-2010, 10:27 PM
Looks like I used the wrong skybox texture. I used 2D, since I wasn't going to try a 3D Skybox yet (This is my first project using Hammer Tools) but when I changed it to just the Skybox textures on all surfaces (erasing the NoDraw) for the Skybox, it started working. :)

Any suggestions on what to set the fog to limit visibility as if it was snowing? I got the snow and snowfall precipitation functions up and running, but the snowfall is nothing like the rain in Hard Rain. :(

halim1993
01-12-2010, 01:10 AM
i have l4d 2 4 360 does the pc steam version have more features then the 360 version like dlc and level usage 4rm the first 1 and wat about that level creation stuff can you explain?

SpikedRocker
01-12-2010, 02:53 AM
When it comes to differences in PC and 360 there are few and far between apart from the obvious console vs. computer. I believe DLC will be available for 360 but I'm not 100%. the level editor is the biggest difference in the 2. Pretty much users can create their own levels and campaigns and share them with everyone.

Imbalanxd
01-13-2010, 10:36 PM
Clicking and dragging a box while cordon edit is selected creates additional cordon areas instead of simply replacing the old ones.

Dr.Boo.j2
01-15-2010, 01:19 AM
FYI:
After receiving some info from L4D2 level designer Phil of Valve, I edited the L4D2 Authoring Tools Changes page on the Valve Developer Wiki with some new ♥♥♥♥ about nighttime/daytime Witches, Tank or Witch prohibition on a map, change the music style for hordes and events on your map and the list of melee weapons to use with the weapon_melee_spawn entity.
What is most needed at the moment IMO is a tutorial on how to create a Scavenge Map. I'm currently converting Night Terror with Nipper to L4D2 and I'd like to add Scavenge mode to the jungle ruins. I'm not gonna bother with Survival but Scavenge is a mode I actually like almost as much as Campaign and Versus.
But I have no idea how to make Scavenge...

Player18
01-15-2010, 06:25 AM
I'm sorry if this was answered before, but I ran into a problem. Hammer stops working after running the map and then exiting from it. Camera window is blackened out and other 3 windows are "stuck". I must restart Hammer to continue my work. What should I do?

aiymanube
01-15-2010, 10:29 AM
I'm sorry if this was answered before, but I ran into a problem. Hammer stops working after running the map and then exiting from it. Camera window is blackened out and other 3 windows are "stuck". I must restart Hammer to continue my work. What should I do?

Run L4D2 in Windowed mode.

Yanzl
01-15-2010, 02:07 PM
I have another problem, it's with windows. I am trying to make breakable windows, and I used window_urban_46_96_full (something like that), and I made it prop_physics with motion disabled. When I shoot the window it breaks apart normally, but if I shoot the frame again it dissapears and reveals the wall. How can I make that the frame will not break?

MrXGamer
01-15-2010, 06:25 PM
FYI:
After receiving some info from L4D2 level designer Phil of Valve, I edited the L4D2 Authoring Tools Changes page on the Valve Developer Wiki with some new ♥♥♥♥ about nighttime/daytime Witches, Tank or Witch prohibition on a map, change the music style for hordes and events on your map and the list of melee weapons to use with the weapon_melee_spawn entity.
What is most needed at the moment IMO is a tutorial on how to create a Scavenge Map. I'm currently converting Night Terror with Nipper to L4D2 and I'd like to add Scavenge mode to the jungle ruins. I'm not gonna bother with Survival but Scavenge is a mode I actually like almost as much as Campaign and Versus.
But I have no idea how to make Scavenge...

Scavenge tutorial has been there since quite sometime -

http://developer.valvesoftware.com/wiki/L4D2_Level_Design/Scavenge_Maps

DemBones
01-15-2010, 10:06 PM
Scavenge tutorial has been there since quite sometime

If by quite sometime, you mean yesterday. :)

battalion
01-16-2010, 05:41 AM
my rolling rocks dont do anything. They just pass straight through the survivors.

Dr.Boo.j2
01-16-2010, 06:38 AM
Scavenge tutorial has been there since quite sometime -

http://developer.valvesoftware.com/wiki/L4D2_Level_Design/Scavenge_Maps