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Ok so after scouring the forums I got frustrated and decided to try reinstalling the source sdk … problem solved.

Here is where I found the info

So give it a shot.  After you have reinstalled, select episode one:deathmatch and run hammmer.  Assuming hammer runs ok, copy the studioCompiler.exe file back into the ep1/bin folder and run the app.  You should get the AppId error.  Open up sourcesdk/launcher/gameInfo.txt and deathmatch/hl2mp/gameInfo.txt files and comment out the toolsAppID line as per the instructions below.  Rerun … fingers crossed … everything should work OK.

 A project by Maurice Benayoun -  online documentation

So here is the scoop on using studioCompiler, Cannonfodder’s gui app for compiling models and textures for use within hammer and your level’s.

Each game, and the source SDK itself has a data file called gameInfo.txt used to initialize the proper launch of the apps. To use the gui app you will need to edit these txt files, disabling one of the lines. One of the gameInfo.txt files is located in the sourceSDK/launcher folder, the other located in the half-life 2 deathmatch/hl2mp folder. Inside the file you will find somethig akin to the following information

“FileSystem
{
SteamAppId 220 // This will mount all the GCFs we need (240=CS:S, 220=HL2). ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like materials\debug, materials\editor, etc.
//
// The code that loads this file automatically does a few things here:
//

In each of the files you will need to add // to the beginning of the ToolsAppID line, like such

//ToolsAppId 211 // Tools will load this (ie: source SDK caches) to get things like

// turns the line into a “comment”, effectively disabling the line at launch. Unfortunately once you do this you won’t be able to run Hammer or any of the other tools … remove the comments and they will run fine. My recommendation is that when you begin to work on your level, you run hammer with the “comment” removed, open your gameInfo files and add the comments, open studio compiler. Then you can have both apps running simultaneously. It is also a good idea to create a shortcut to your gameInfo files on your desktop or somewhere convenient so you can avoid the annoying process of hunting them down each time for editing. We will walk through the process in class, as well as the process of compiling both models and textures.

For the sake of having online mulitplayer access to our project you will need to modify your source sdk launcher to acknowledge your episode one engine based titles.

valve’s solution

The objective of the project is to develop an interactive spatial condition. You are free to consider simulating a “real” space or creating an inherently digital space, either way you should critically consider the approach. The active “play” area can be proportionately as small as a single room or spatial condition (i.e. staircase, entryway, etc) and should not exceed a size equivalent to a small building. You will place this area within a larger context.

See the “tropes + types” post below for ideas for building a conceptual framework for the project.  Concepts should be simple and preferably developed around a combination of spatial typologies and programmatic activities.

Richard Serra, “Verb List Compilation: Actions to Relate to Oneself”
[1967-1968]

These terms are good conceptual fodder. Consider them in relationship to space.

Richard Serra Trope List

From Ubuweb, a great source for content (largely video) on or from many contemporary voices.

For a previous project we asked students to find spaces which fit the following criteria. These spatial typologies (and similar ones) can frame a conceptual investigation.

 

  1. find a space that has defined boundaries

  2. find a space defined by a threshold

  3. find a space that intersects 3 types of movement

  4. find a place where you can reach a ceiling for at least 10 feet in length

  5. find 9 locations that ring when hit

  6. find a point of transaction

  7. find awkward adjacency

  8. find vertical space

  9. find a space of separation

  10. find a space of division

  11. find a space that opens and closes

  12. find a space of collision

  13. find a space of restricted movement

  14. find an in-between space

  15. find a transitional space

  16. find an empty space

  17. find a space where one can hear people but cannot see them

  18. find a space where one can see people but cannot hear them

  19. find a space in the middle of a city block

  20. find a space that being appropriated for something other than its intended use

  21. find a long, narrow space

  22. find a congested space

  23. find a slow space

  24. find a fast space

  25. find a space above water

  26. find a space adjacent to water

  27. find a place to slide

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