Hammer++/Docs/Installation for Source 2006 games

This page show you how to get to work on games. Currently this is only tested in an old version of (v34) with unpacked "" files, and Source SDK 2006's (aka Source Engine Test) with depot VPK files.
= Key points =
== Installation ==
=== Prerequisites ===
* - includes 's compilers.
* ( or )
*A game (or )
*Older version of , (or any games/)
*Steam account with , or owned
** If you are compiling maps for older version of , or , you must own one of those games in order to compile maps for them. This does not apply to or any Source 2006 game/mods with AppID on .
** The map compilers will refuse to run with if you don't own any of these games.
*Atleast 15-20GB disk space
== () ==
;1. Install Source SDK (211) and Hammer++ to (either SP or MP branch), then open 
:Just drag the Hammer++ files to the ' folder.
:When launching Hammer++, if there's a pop-up asking you to select any game, select "SourceTest"
:Then go to Tools > Options > Edit > Add and name it "SourceTest (Old Engine)"
;2. Game Data Files (FGD) and default entity class
:You can either use the Source 2013's or Source 2006's , as both have the same contents. Some games that have been updated from Source 2006 > 2009/2013 may have new entities and stuff added into the FGD which are not present in previous versions of the game/branch.
;  Default PointEntity class
:By default, Hammer automatically selects ai_ally_manager from the entity list when using the Entity Tool, because it is alphabetically first. You can change the default to any valid point entity you want. is recommended.
;  Default SolidEntity class
:By default, Hammer automatically select color_correction_volume from the entity list when you tie a brush to an entity, because it is alphabetically first. You can change the default to any valid brush entity you want. is recommended.
;3. Game Configurations - change the following directory
:Game Executable Directory 
:Game Directory 
:: You must set this to Source 2013's "" as loading Source 2006's "" will led to Hammer++ attempt to load old shaders file, which will cause Hammer++ preview to stop working.
:Hammer VMF Directory 
:: This is where you would save the VMF file. Can be changed to any directory you want. The example above will set the VMF save location to Source SDK (211) content folder.
:: All example VMF files located here are not present by default after SteamPipe, so you need to extract them from .
:Prefab Directory 
:: This was originally hardcoded to the directory above in the original Hammer. But with Hammer++, this can be changed to any directory you want. Source SDK (211) ships with and other game's prefabs.
;4. Build Programs:
:Game executable (or any Source 2006 game's hl2.exe)
:BSP executable 
:VIS executable 
:RAD executable 
:Place compiled maps 
;5. Restart Hammer++
;6. Load any VMF and make sure it's works, then press 
: Switch to "Expert...", and in the "Default" configuration.
: Click Edit, and copy the "Default" configuration, name it "Default (old engine)", click OK and close.
: Then, switch to "Default (old engine)" configuation, change the VBSP, VVIS and VRAD parameters from:
:: 
: to
:: 
: Do the same thing for "Fast", "LDR + HDR Full Compile", and so on.
: This is because compilers configuration are shared between game configurations. Using "Default" configuration with on Old Engine will cause it to look for New Engine's instead which will prevent the compilers from working.
;7. With the last command "$game_exe", replace the following
: Commands 
: Parameters 
: with
: Commands 
: Parameters 
:: This command launches Steam, then (AppID: 215) with these command line applied, then load the compiled map. Replace the AppID if you have another Source 2006 game. If you want to launch a Source 2006 mod () after the map is compiled, add parameters and point it to the mod folder (example: )
;8. Click "Close" on the Run Map window (this would save the compiler's parameters).
;9. (Optional, but recommended) Add detail props and RAD file
:: Copy the detail.vbsp and lights.rad file from Half-Life 2 (latest version) or one from Category:Source 1 RAD files and paste it to the folder. You can also go to and extract both files to folder.
;10. Done.
=== Game config ===
== (old version) ==
=== Prerequisites ===
:Both latest version of and older version (v1.0.0.34 or v34)
:Aswell following the "Prerequisites" section above to install Source SDK.
=== Mounting games ===
; Go to , open and add:
=== Installation ===
;1. Install Source SDK (211) and Hammer++ to (using version), then open 
:Just drag the Hammer++ files to the ' folder.
:When launching Hammer++, If there's a pop-up asking you to select any game, just select a game (usually SourceTest, Counter-Strike: Source, etc...)
:Then go to Tools > Options > Edit > Add and name it "Counter-Strike: Source (Old Engine)"
;2. Game Data Files (FGD) and default entity class
:You can either use the Source 2013's or Source 2006's , as both have the same contents. Some games that have been updated from Source 2006 > 2009/2013 may have new entities and stuff added into the FGD which are not present in previous versions of the game/branch.
;  Default PointEntity class
:By default, Hammer automatically selects ai_ally_manager from the entity list when using the Entity Tool, because it is alphabetically first. You can change the default to any valid point entity you want. (or ) is recommended.
;  Default SolidEntity class
:By default, Hammer automatically select color_correction_volume from the entity list when you tie a brush to an entity, because it is alphabetically first. You can change the default to any valid brush entity you want. is recommended.
;3. Game Configurations - change the following directory
:Game Executable Directory 
:Game Directory 
:: You must set this to latest CSS as loading "cstrike" from Old Engine will attempt to load old shaders, causing Hammer++ preview to stop working.
:Hammer VMF Directory 
:: This is where you would save the VMF file. Can be changed to any directory you want.
:: All example VMF files located here are not present by default after SteamPipe, so you need to extract them from .
:Prefab Directory 
:: This was originally hardcoded to the directory above in the original Hammer. But with Hammer++, this can be changed to any directory you want. Source SDK (211) ships with and other game's prefabs.
;4. Build Programs:
:Game executable Point to (or any Source 2006's hl2.exe)
:BSP executable 
:VIS executable 
:RAD executable 
:Place compiled maps 
;5. Restart Hammer++
;6. Load any VMF and make sure it's works, then press 
: Switch to "Expert...", and in the "Default" configuration.
: Click Edit, and copy the "Default" configuration, name it "Default (old engine)", click OK and close.
: Then, switch to "Default (old engine)" configuration, change the VBSP, VVIS and VRAD parameters from:
:: 
:to
:: 
: Do the same thing for "Fast", "LDR + HDR Full Compile", and so on.
: This is because compilers configuration are shared between game configurations. Using "Default" configuration with on Old Engine will cause it to look for New Engine's instead which will prevent the compilers from working.
; 7. With the last command "$game_exe", replace the following
: Commands 
: Parameters 
: with
: Commands 
: Parameters 
:: This command launches Steam, then (AppID: 240) with these command line applied, then load the compiled map. Replace the AppID if you have another game.
;8. Click "Close" on the Run Map window (this would save the compiler's parameters).
;9. (Optional, but recommended) Add detail props and RAD file
:: If both files are missing in folder, copy the detail.vbsp and lights.rad file from latest version of Counter-Strike: Source (or Half-Life 2) or one from Category:Source 1 RAD files and paste it to the folder. You can also go to and extract both files to folder.
;10. Done.
=== Game config ===
Category:Hammer++