Started as a mod for Half-Life, now it's got its own full life. Building and editing maps turned out to be no less fun than killing each other on premade maps. So now this mod is a game by itself, encouraging more and more players to use their creativity. It can even be called 'metagame' because creating new add-ons and item collections for it has become a self-sufficient art.
- Garry's Mod Source Textures
- Garry S Mod Source Sdk
- Garry S Mod Source Pack
- Garry S Mod Source
- Garry's Mod Source
Builder's Paradise
So this means, All along YOU were using the wrong engine You actually use Source MP for gmod 13. So here is how to configure Source SDK/MP for gmod 13. Step 1: Go to Source Engine MP in the source sdk main menu and select 'Edit Game Configurations' Then add a new one named 'Garry's Mod. Welcome to the Garry's Mod Wiki! Current game discussion as well as update progress can be found on Discord. You can test changes for the next update on the Dev beta branch through Steam. The Garry's Mod Lua Source Code is available on GitHub. The source code that was leaked was entirely owned by Valve, not Facepunch. As such only the base of the engine (TF2 and CS:S) were leaked. However just because they were leaked does not mean too much for Garry's Mod, as the source code for CS:S was leaked in 2007, and Garry's Mod has ran on the updated version of that engine for the entire time. Internal c gmod hack. Contribute to Nixer1337/nixware-gmod development by creating an account on GitHub. Navigate to your local Garry's Mod addons directory. Open Steam, navigate to your library, find 'Garry's Mod' and right click and select 'Properties', Goto the 'Local Files' tab, click 'Browse Local Files'. This will open the location of your game. Then, open the 'garrysmod' folder and then open the 'addons' folder.
Looking very close to Valve games like Half-Life, Garry's Mod is not about passing through with a mission or reaching a certain goal. It's about building your world using the game's physics.
Your main tool is Physics Gun. It is used to create the object you select, position it, rotate if necessary, and place on the map. Select it from the list and then aim and shoot to place it right there. Beware: if you place an object in an inappropriate place, it may behave unexpectedly, but according to physics. For example, put it in the midair, and it will fall down.
Another tool has a simple name of Tool Gun. It's used for the transformation of objects or creating combinations. You can create interactive buttons, so the scene you build becomes more interactive.
The list of objects you can insert is really enormous. Some are imported from games based on the Source engine, and some have been created by players' community and organized into collections. There are NPC's, ragdoll objects, various items or actions (like explosions). All of them can interact considering their parameters, and sometimes it's very unexpected and even funny.
Like the original games. GMod supports multiplayer mode. No wonder Garry's Mod has become a platform for creating its own inner games and contests. The most prominent are Trouble in Terrorist Town (a Mafia-like game), Prop Hunt (virtual hide-and-seek), Hunger Games (a tribute to the famous series), and different role-playing game modes, from serious to parody, including DarkRP, PoliceRP, StarWarsRP and so on. There are more and more of them, so you can easily combine the joy of creation with traditional game modes.
There are even add-ons and secondary mods developed by the community. One of them (Wiremod) adds a lot of electronic devices you can construct and use right within your GMod scenes. It's hard to imagine how long Garry's Mod review would be if mentioning them all.
Though the developer of the original version, Garry Newman, has mentioned the potential sequel, it probably will never be released, or (if it ever is) will have no common base with the current GMod. So the original one is here to stay. In 2018 the community is still growing, and the add-ons are available in Steam where Garry's Mod download is available as well.
Looks and Sounds Half-Alive
There's no surprise the environment in Garry's Mod looks much like that of Counter-Strike or Half-Life: it's been built upon the same engine. In 2018 graphics may seem a bit dated, but after Minecraft, it shouldn't sound bad.
By the way, on sounds. The game has a lot of different sounds for different modes, and some of them are too funny to be taken seriously; others intend to copy real events or objects but are way too simple, not even cartoonish. They do their job, though, and sometimes make the game even more surrealistic.
You can create videos from this game for different purposes. It may be the simulation of some famous movie, show or real life episode; a model of an incident made without real filming and acting; some funny standalone video. Yes, it takes some artful approach, but it's the place where your creativity is wanted.
Garry's Home
Being initially made for Windows only, by 2018 Garry's Mod has been ported to Mac OS X and Linux. Any mobile or console ports are not even expected.
Not being standalone, Garry's Mod game requires at least one another Source-powered game. In fact, you'll have to buy two games, and chances are that the additional one will be left and abandoned soon, used only as an object base for GMod. And not even the only one: there are various downloadable collections.
So What's That
Garry's Mod is a perfect place to unleash your creativity, and it's not so expensive, even keeping in mind that you'll have to have one more game to provide the engine and the first objects. It's infinitely replayable, and if you like construction games, it will bring the endless fun.
The fun gets even bigger if you're a designer or a programmer. Then you can create your own objects (or objects set) and make them available for other users. This is a subject of some contests around GMod. But even if you're not, you only benefit from this option by accessing more good and miscellaneous content.
Garry's Mod is more a lifestyle than the game. It's the perfect variant for those who as a child preferred disassembling toys to simply playing. This is the toy that only gets better being disassembled and reassembled with creativity.
NOTE!!!
This has not been updated in almost four years! Garry's Mod (and the Source SDK in general) has had a bunch of major updates since this was written, and as far as I know, this tutorial isn't of much use any more. I'll leave the page here for the time being, but you are MUCH MUCH better off mapping with another configuration and porting it to GMod; that's the typical thing to do!
Garry's Mod Source Textures
At most, a specialized Garry's Mod config would add any custom textures/models you put in the Garry's Mod folder and a lua_run entity, so it's seriously not worth the hassle. As far as using GMod entities in Hammer: unless they are already included in the base Hammer (i.e., phys_thruster), you can't. I'm only leaving this page up to let you guys know this (and for the hits to my site…).
This whole site will be reworked when I get around to it, probably when I'm finished with my current project.
So you just really want that lua_run function and those gm_construct textures? Are you constantly making sure that you aren't using CS:S or EP2 textures? Well, I will now teach you how to set up the SDK for Garry's Mod.
I'll add some pictures when I feel like it. Not in the mood right now.
1. Start up Hammer from the Source SDK. Any configuration on the 2009 engine will do (I believe all games were transferred to the 2009 engine).
2. Tools > Options…
3. Click 'Edit' next to the 'Configuration:' box.
4. Click 'Add' in the new window that pops up, then type in 'Garry's Mod' (or whatever, you could name it 'Unicorn Rape Dungeon' if you want). 'Close'.
5. In the 'Configuration:' drop-down box, select the new config you just created.
6. Next to the 'Game Data files:' box, select 'Add'.
7. Navigate to 'Program Files/Steam/steamapps/***your username***/garrysmod/garrysmod' and select 'garrysmod.fgd' at the bottom, then open it. This will add the Garry's Mod entities (yay lua_run!).
8. Don't screw around with 'Texture Format:' or 'Map Type:' or it'll screw things up.
9. 'Default PointEntity Class:' is the default entity you place with the entity tool, like info_player_start or light_environment.
10. 'Default SolidEntity Class:' is the default entity you get when you tie a brush to an entity, like func_button or triggers. I like this at func_detail.
11. Skip the next couple of lines.
12. For 'Game Executable Directory:', use this:
$SteamUserDirgarrysmodgarrysmod
Don't worry about replacing '$SteamUserDir' with your username and whatnot. Putting the exact text above in will work just fine!
13. For 'Game Directory:', use this:
Garry S Mod Source Sdk
$SteamUserDirgarrysmodgarrysmod
14. You could leave 'Hammer VMF Directory:' alone (it's where it automatically saves your VMF), I prefer to use this:
$SteamUserDirsourcesdk_contentgarrysmodmaps
15. Alright, you are almost done. Hit 'Apply' and switch over to the 'Build Materials' tab.
16. Select your config in the 'Configuration:' drop-down box.
17. Game Executable:
$SteamUserDirgarrysmodhl2.exe
This tells the SDK to run your map on Garry's Mod automatically after compiling, if you have it set to do so.
18. BSP Executable:
$SteamUserDirsourcesdkbinorangeboxbinvbsp.exe
Garry S Mod Source Pack
19. VIS Executable:
$SteamUserDirsourcesdkbinorangeboxbinvvis.exe
20. RAD Executable (it's the coolest of them all!!! ):
$SteamUserDirsourcesdkbinorangeboxbinvrad.exe
Garry S Mod Source
21. Place compile maps in this directory before running the game:
$SteamUserDirgarrysmodgarrysmodmaps
22. Hit apply and restart Hammer. Congratulations, you now have a couple more entities.
FAQ:
Q: So, where are my CS:S/Portal/TF2/etc. models and stuff. I own it and stuff and I can use those props in Garry's Mod, why don't they appear in my new configuration?
A: If you had bothered to read the capitalized, bolded text at the beginning of the tutorial BEFORE going through it, the Garry's Mod configuration adds next to nothing. You CANNOT add multiple games to one Hammer configuration due to the way it is set up (well, without creating your own mod with some hacky code or extracting every single texture and model individually from the game's GCF). Hopefully Valve will add working support for this in the future. For now, just switch configurations.
Q: I just skimmed over this tutorial and it looks way too complicated. 22 steps? This could take hours!
A: Not really a question, but okay. It's 22 steps because I really dragged this tutorial out. You could do this in 5-10 minutes, tops. It's also written so easy a monkey could do it.
10. 'Default SolidEntity Class:' is the default entity you get when you tie a brush to an entity, like func_button or triggers. I like this at func_detail.
11. Skip the next couple of lines.
12. For 'Game Executable Directory:', use this:
$SteamUserDirgarrysmodgarrysmod
Don't worry about replacing '$SteamUserDir' with your username and whatnot. Putting the exact text above in will work just fine!
13. For 'Game Directory:', use this:
Garry S Mod Source Sdk
$SteamUserDirgarrysmodgarrysmod
14. You could leave 'Hammer VMF Directory:' alone (it's where it automatically saves your VMF), I prefer to use this:
$SteamUserDirsourcesdk_contentgarrysmodmaps
15. Alright, you are almost done. Hit 'Apply' and switch over to the 'Build Materials' tab.
16. Select your config in the 'Configuration:' drop-down box.
17. Game Executable:
$SteamUserDirgarrysmodhl2.exe
This tells the SDK to run your map on Garry's Mod automatically after compiling, if you have it set to do so.
18. BSP Executable:
$SteamUserDirsourcesdkbinorangeboxbinvbsp.exe
Garry S Mod Source Pack
19. VIS Executable:
$SteamUserDirsourcesdkbinorangeboxbinvvis.exe
20. RAD Executable (it's the coolest of them all!!! ):
$SteamUserDirsourcesdkbinorangeboxbinvrad.exe
Garry S Mod Source
21. Place compile maps in this directory before running the game:
$SteamUserDirgarrysmodgarrysmodmaps
22. Hit apply and restart Hammer. Congratulations, you now have a couple more entities.
FAQ:
Q: So, where are my CS:S/Portal/TF2/etc. models and stuff. I own it and stuff and I can use those props in Garry's Mod, why don't they appear in my new configuration?
A: If you had bothered to read the capitalized, bolded text at the beginning of the tutorial BEFORE going through it, the Garry's Mod configuration adds next to nothing. You CANNOT add multiple games to one Hammer configuration due to the way it is set up (well, without creating your own mod with some hacky code or extracting every single texture and model individually from the game's GCF). Hopefully Valve will add working support for this in the future. For now, just switch configurations.
Q: I just skimmed over this tutorial and it looks way too complicated. 22 steps? This could take hours!
A: Not really a question, but okay. It's 22 steps because I really dragged this tutorial out. You could do this in 5-10 minutes, tops. It's also written so easy a monkey could do it.
Q: There's no grid!/It's not working properly!
A: You are most likely using the wrong engine. Reset the Game Configurations (in Source SDK main menu), then make sure you are launching Hammer from Source Engine 2009. If it is still not working properly, go through the tutorial one or two more times. If it is STILL not working, send me an email (duckytopia@gmail.com) with a screenshot and an ADEQUATE description of your problem, and I'll try to help you out.
Q: I commented here earlier and it's now gone? WTF??!?!!?
Garry's Mod Source
A: I've disallowed the comments because they were all whining about how their Hammer wasn't working after the update that broke everything for a bit. I've now addressed any questions asked in the comments in this FAQ. If you have a question -not- in this FAQ, please contact me at duckytopia@gmail.com.