Guide

Hammer++ Setup

Background #

Momentum Mod ships with a customized build of Hammer (named “Strata Hammer”) which includes some, but not all of Hammer++’s features. Our development has been geared more towards stability than new features, with a focus on porting to Qt for cross platform UI and bug fixing. While Strata Hammer should be perfectly usable (and we appreciate testers), it will be a while until Hammer++ features like accurate lighting preview are fully implemented. If you prefer using Hammer++, that is completely reasonable and this guide should get you set up.

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Localization

As Momentum Mod aims to be a global platform for everyone around the world to enjoy, it only makes sense that we offer support for the various languages players may know. Unfortunately however, nobody on the Momentum Mod team knows every language, so we need your help!

Translating on POEditor #

To help with bringing Momentum Mod to your language, first join our POEditor project and join any languages with which you are comfortable helping out in.

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Map Porting Guide

Background #

This guide gives an overview of all the steps required to officially port a map into Momentum Mod. There are multiple tools available that accomplish the same things, so it is up to the map porter to decide what works best for them. The general process for porting maps is the following:

  1. Zone the map in-game or in Hammer
  2. Make the required entity modifications using in-game entity tools and/or Hammer
  3. Use Lumper to apply entity modifications to the BSP and remove Valve assets
  4. Ensure the map is following our Submission Guidelines
  5. Upload the BSP and zone .json file to the Momentum Mod website

In-Game Zoning #

In order to use the in-game zoning tools, sv_cheats must be enabled. When cheats are enabled, a button on the tab menu will be displayed that lets you edit the zones. The mom_zone_edit 1 command can also be used to display the zone editor menu:

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Overriding Custom Assets

When the game boots, it scans the momentum/custom/ folder for VPK files and subfolders. For steam users, this will be

Steam/steamapps/common/Momentum Mod/momentum/custom/

under the steam install path.

Each VPK and subfolder is added as a “search custom”, meaning that the files inside them will override the default game’s files. Using this is recommended over modifying the game’s files, as the custom folder will persist when installing an update or using Steam’s “verify integrity of game files” feature.

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Porting Goldsrc maps to Source

This guide is a work in progress. If you have questions or problems ask for help in the Momentum Mod Discord. #

Before you start, you should know that maps with simple geometry work best for porting. Complex geometry can cause invalid solids which will need to be manually remade, and some textures will need to be realigned.

Prerequisites:

  • Have a basic understanding of Goldsrc, Valve Hammer Editor, and potentially Trenchbroom

Download the .BSP and (in some cases) the .WAD #

Most Team Fortress Classic skill maps can be found on the TFC Refugees forum here: https://www.tfcrefugees.com/resources/categories/conc.4/
Maps downloaded from this forum always include any relevant custom content not packed into the map itself. Additionally many maps have descriptions and author info text documents included.
Of the files downloaded, the BSP is the actual map file, and the WAD contains the textures used in the map. In most cases custom textures will be embedded into the BSP itself.

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Porting Quake 3 maps to Source

Before you start, you should know that maps with simple geometry work best for porting. Complex geometry can cause invalid solids as vertices tend to shift around if they are off grid, and you will be forced to recreate a lot of the brushes manually. Patches and props cannot be ported across either, so choose maps without those or you will have to spend a lot of time manually replacing them in Hammer.

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Static HUD Menus

HUD Menu

This guide covers how to make a custom HUD menu, such as the saveloc or ruler menus. Note that this does not cover how to make custom Panorama menus more generally, just Static HUD menus, which are controlled by slot0-9 keys and mimick the VGUI panels commonly used on game servers for e.g. !nominate, !votemap.

HUD menus overview #

HUD menus are a nice way to add many commands/cvars into a single menu. There are a few HUD menus that ship with the game:

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Submission Guidelines

Zoning Requirements #

  • If a zone region’s location has a map teleport destination entity, we highly prefer that it is used (rather than a custom arbitrary region destination coordinate) so the spot corresponds to a map teleport destination.

  • Make sure each region teleport destination is inside the region.

  • Avoid overlapping or touching regions for the same zone which could just be one region.

  • Make sure points are placed precisely and aligned well with geometry.

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Weapon System

The weapon system allows mappers to give and remove a players weapons via entity logic.

Weapon Spawner Entity #

The momentum_weapon_spawner entity can be used to give the player a weapon. The entity currently takes a weapon entity name in the WeaponName key. The following weapon names can be used:

"weapon_momentum_pistol"
"weapon_momentum_shotgun"
"weapon_momentum_machinegun"
"weapon_momentum_sniper"
"weapon_momentum_grenade"
"weapon_momentum_concgrenade"
"weapon_knife"
"weapon_momentum_rocketlauncher"
"weapon_momentum_stickylauncher"
"weapon_momentum_df_plasmagun"
"weapon_momentum_df_rocketlauncher"
"weapon_momentum_df_bfg"
"weapon_momentum_df_grenadelauncher"

The entity also has a ResetTime key, which is the amount of time in seconds before a weapon can be picked up again. If this value is negative, then the spawner will only give a weapon once. Once we implement a save state system on map reset, this entity should reset along with that, but right now the only way to reset the spawner when it’s in this state is to reload the map.

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World Portals

Portal Guide Header

This page covers Momentum Mod’s implementation of world portals, how they work, how to add them into a map, as well as the limitations associated with the technology.

Prerequisites #

In order to easily follow along with this guide it is recommended to have the following:

  • A basic knowledge of the Hammer editor and how to create functional, playable maps using it
  • A version of Momentum Mod from version 0.8.8 or onwards
  • The momentum.fgd file in your Hammer configuration

Introduction #

What Are Portals? #

World portals are placeable entities that emulate a connection between two points, such as the example pictured below. Portals can have many uses for mappers attempting to push their creativity or for those stuck in Hammer-related corners.

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