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{{lang|XBLAHs Modding Tool|title=XBLAH's Modding Tool}}
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[[Category:Third Party Tools]]
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[[File:XBLAH's Modding Tool.png|thumb|XBLAH's Modding Tool]]


'''XBLAH's Modding Tool''' is a tool written by '''XBLAH''' to improve Valve games modders productivity and quality of life.
<span style="color:white; font-weight:bold"> {{For|about=the tool|documentation for XBLAH's Modding Tool|[[XBLAH's Modding Tool/Docs|XBLAH's Modding Tool Documentation]]|}} </span>


When running the tool, it will automatically set your Source SDK 2013 SP branch to 'upcoming', if you haven't already. You may have to wait a few moments until it restarts Steam and finishes updating.
{{SoftwareBox
<!-- Basic info -->
| title    = XBLAH's Modding Tool Details
| image    = Software Cover - XBLAH's Modding Tool.jpg


[[File:XBLAH's Modding Tool - Toolbar.png]]
<!-- Details -->
| initial_release = Jan 11, 2020
| stable_release = Jan 13, 2024
| written_in = csharp
| distribution = Commercial software
| type = Mod tool • Map compiler • Map tool • Model compiler • Model tool • Texture tool • Sound tool • VPK tool


To begin, select int the toolbar a base game and the mod you want to work on. It will automatically detect all compatible Goldsrc, Source and Source 2 based games you have installed through Steam. Additional libraries may be added manually.
<!-- Operating system(s)-->
| windows = 1


== File ==
<!-- Target engine(s)-->
| goldsrc = 1
| source = 1
| source2 = 1


=== New Mod ===
}}
Creating a barebones Source engine mod usually requires more than just creating a gameinfo.txt. Mods based on Half-Life and Half-Life 2 games can be created with the [[XBLAH's Modding Tool]] using an intuitive interface, that creates all the required files and directories. Mapbase mods are also supported.


* When creating Half-life 2 mods, it will replace the default font file so all letters are available, since the stock font file only contains the letters that make Half-Life.
{{Xblahmt|4}} is an Integrated Development Environment written by '''[[User:XBLAH|XBLAH]]''' to improve {{Valve|4.1|addtext=-games}} modders productivity and quality of life.
* When creating Mapbase mods, it will include Thexa's PBR Shaders by default.


This can be accessed within the tool through '''File > New'''.
The IDE includes features like mod creation, map editing, compiling and decompiling, model compiling, editing and decompiling, material editing, soundscape editing, vpk packing and unpacking and general scripting and automation.


See more in [[Create a Mod]].
{{notice|As of December 2023, with version 2.0 or newer, XBLAH's Modding Tool is available in two editions: the Essentials Edition, free of charge, and the Advanced Edition, which requires a [https://www.patreon.com/xblah Patreon subscription].}}


<div style="text-align: left; width: 800px; margin: 10px 0 20px 0; border: 1px solid rgba(255,255,255,.15);">
<div style="box-shadow: 0 5px 15px 0 rgba(0,0,0,.4);">
<div style="margin: 0; padding: 0;">[[File:XBLAH's Modding Tool - Modding - New.png|800px|File explorer]]</div>
</div>
</div>


To create a new mod, select a Base game. Then, select a Version (Optional). At last, insert the mod folder name. Keep in mind this is not the mod name or title, but rather an unique folder name, with lowercase letters and hyphens. Once everything is set up, click Create and you will have a fully working mod, ready to be expanded.
__TOC__


=== Open Game Folder ===
= Features =
[[XBLAH's Modding Tool]] provides a shortcut to the selected base game folder, proving itself useful in case you need to modify any files manually.
[[File:XBLAH's Modding Tool - Welcome Tab - v2.2.0.png|thumb|480px|{{xblahmt|4}} - Welcome Tab]]
{{Xblahmt|4}} is organized in different dashboards depending on which role you have in the mod development. There are dashboards available for mod leaders, level designers, material designers, model designers, sound designers, programmers, animators, and particle designers, each one with a specialized toolset in that field.
{{notice|The Essentials Edition contains only the Modding Dashboard and part of Level Design Dashboard. The Advanced Edition contains the complete toolset.}}


This can be accessed within the tool through '''File > Open Game Folder'''.
== Game ==


=== Steam Libraries ===
;Create a mod
The libraries used by the games and mods in the tool are automatically set if you have a legit Steam installation. Keep in mind the libraries set here are only used by the tool, and the games and mods will still use their gameinfo to mount their contents.
:[[Create a Mod|Creating a bare-bones mod]] usually requires more than just creating a [[liblist.gam]] or a [[gameinfo.txt]]. Mods based on {{gldsrc|4}} and {{source|4}} games can be created with the {{Xblahmt|4}} using an intuitive interface, that creates all the required files and directories. {{mapbase|4}} mods are also supported. ([[XBLAH's_Modding_Tool/Docs/Game/New Mod|See documentation]]).


<div style="text-align: left; width: 500px; margin: 10px 0 20px 0; border: 1px solid rgba(255,255,255,.15);">
;Refresh Mods
<div style="box-shadow: 0 5px 15px 0 rgba(0,0,0,.4);">
:In case you manually added or modified any mods for the current game, you can refresh the mod listing. ([[XBLAH's_Modding_Tool/Docs/Game/Refresh Mods|See documentation]])
<div style="margin: 0; padding: 0;">[[File:XBLAH's Modding Tool - File - Steam Libraries.png|500px|File explorer]]</div>
</div>
</div>


The libraries can be checked and and new libraries can be added through '''File > Steam Libraries'''.
<gallery mode=nolines widths=384px heights=288px>
 
Image:XBLAH's Modding Tool - Create a mod v1.17.0.png|Creating a mod
==== Add a library ====
</gallery>
You can add a library manually by clicking on the [[File:XBLAH's Modding Tool - Add Button.png|Add button]] button, and selecting a directory that contains a SteamApps folder. This is particularly useful when you don't have a proper Steam installation but you still want to create mods. To get the tool working, insert your games inside a SteamApps folder, and then select the parent directory if this SteamApps folder as the library.
 
==== Delete a library ====
You can delete a manual library by selecting the library and clicking the [[File:XBLAH's Modding Tool - Remove Button.png|Remove button]] button.
 
==== Browse a library ====
You can open the library directory by clicking the [[File:XBLAH's Modding Tool - Browse Button.png|Browse button]] button.


== Modding ==
== Modding ==
;Run a Mod
:You can run mods straight from {{Xblahmt|4}}, without having to restart Steam when you create or install a new mod. {{Xblahmt|4}} supports lots of different run modes. It contains basic presets for each game, and you can add new ones.  ([[XBLAH's_Modding_Tool/Docs/Mod/Run|See documentation]])


=== Run ===
;Open the Mod Folder
You can run mods straight from [[XBLAH's Modding Tool]], without having to restart Steam when you create or install a new mod. [[XBLAH's Modding Tool]] supports lots of different run modes. It contains basic presets for each game, and you can add new ones.
:{{Xblahmt|4}} provides a shortcut to the selected mod folder, proving itself useful in case you need to modify any files manually. ([[XBLAH's_Modding_Tool/Docs/Mod/Open_Mod_Folder|See documentation]])


This can be accessed within the tool through '''Modding > Run''' or under '''Run''' in the toolbar.
;File Explorer
:All the files mounted into the game info can be previewed with {{Xblahmt|4}} in the File Explorer. The File Explorer replaces the [[GCFScape]] as the ultimate file browsing tool, since it will mount all the VPKs and loose files according to the game info, to show the modder a comprehensive list of files. This relieves the modder of having to browse vpks individually, and the integrated features of the tool usually dismisses the necessity of extracting the files from the vpks, since they can be accessed natively by double-clicking the file (or right-clicking for more options). ([[XBLAH's_Modding_Tool/Docs/Mod/File_Explorer|See documentation]])


<div style="text-align: left; width: 500px; margin: 10px 0 10px 0; border: 1px solid rgba(255,255,255,.15);">
;Deleting a Mod
<div style="box-shadow: 0 5px 15px 0 rgba(0,0,0,.4);">
:You can delete the selected mod in case you don't want to work with it or have it anymore. ([[XBLAH's_Modding_Tool/Docs/Mod/Delete_Mod|See documentation]])
<div style="margin: 0; padding: 0;">[[File:XBLAH's Modding Tool - Modding - Run2.png|500px]]</div>
</div>
</div>


To run the mod, select a Preset and click '''OK'''. Optionally, you can set an Additional Command. Commands starting with '''-''' are shortcut parameters, and commands starting with '''+''' are console commands. This Additional Command will be appended to the Command of the preset, rather than replacing it.
<gallery mode=nolines widths=384px heights=288px>
Image:XBLAH's_Modding_Tool_-_Modding_-_Run_-_Expert_Mode.png|Running a Mod
Image:XBLAH's Modding Tool - Modding - File explorer.png|File Explorer
</gallery>


==== Add a preset ====
=== Mod Configuration ===
You can create new presets by clicking the [[File:XBLAH's Modding Tool - Add Button.png|Add button]] button.


* The Run Mode can either be Fullscreen, Windowed or VR (for compatible games).
;Game Info
* The coverage will tell the tool which games and mods will support. It can be either Global, Current engine only, Current game only or Current mod only.
:The mod information can be edited with {{Xblahmt|4}} through a comprehensive UI without requiring the modder to mess with text files. It includes all the major keys of {{gldsrc|4}} and {{source|4}}. ([[XBLAH's_Modding_Tool/Docs/Mod/Game_Info|See documentation]])
* You can select an executable path. If none is selected, it will automatically select the game executable. This usually works for compatible games.
* You can optionally set extra commands, so they are called once the game is ran.


==== Edit a preset ====
;Mounting Game Assets
You can also check the preset configurations by clicking the [[File:XBLAH's Modding Tool - Edit Button.png|Edit button]] button.
:The mod mounted content can be edited with {{Xblahmt|4}}, pointing to directories and [[VPK|VPKs]] in the desired order, without the risk of messing the [[Gameinfo.txt|game info]]. ([[XBLAH's_Modding_Tool/Docs/Mod/Content_Mount|See documentation]])


==== Remove a preset ====
;Managing Chapters
You can remove a preset by clicking the [[File:XBLAH's Modding Tool - Remove Button.png|Remove button]] button.
:Chapters for single-player games can be created with {{Xblahmt|4}} through an UI. The modder can easily create new chapters, select the chapter images, chapter background images, the first map of the chapter, the background map, and the tool will do the dirty work of creating the required vtfs, vmts and scripts. It gives the option to automatically blur the background images, so the modder can just take a screenshot of the background map and the tool will apply the usual blur. This replaces the need of saving [[VTF|VTFs]], creating chapter images with weird proportions, and so on. ([[XBLAH's_Modding_Tool/Docs/Mod/Chapters|See documentation]])


<div style="text-align: left; width: 500px; margin: 10px 0 10px 0; border: 1px solid rgba(255,255,255,.15);">
;Starting maps
<div style="box-shadow: 0 5px 15px 0 rgba(0,0,0,.4);">
:For {{gldsrc|4}} games, you can set the map that will be run when you start a new game and the map that will run when you start the training section. ([[XBLAH's_Modding_Tool/Docs/Mod/Starting_Maps|See documentation]])
<div style="margin: 0; padding: 0;">[[File:XBLAH's Modding Tool - Modding - Run - Expert Mode.png|500px]]</div>
</div>
</div>


If you messed up the presets and want a factory reset, you can click the '''Reset''' button.
;Menu Items
:Main menu items can be added, modified or removed with {{Xblahmt|4}} based on a provided list of options. ([[XBLAH's_Modding_Tool/Docs/Mod/Menu_Items|See documentation]])


=== Open Mod Folder ===
<gallery mode=nolines widths=384px heights=288px>
[[XBLAH's Modding Tool]] provides a shortcut to the selected mod folder, proving itself useful in case you need to modify any files manually.
Image:XBLAH's Modding Tool - Game Info v1.17.png|Game Info
Image:XBLAH's Modding Tool - Content Mount v1.17.png|Mounting content
Image:XBLAH's Modding Tool - Chapters v1.17.0.png|Single-player Chapters
Image:XBLAH's Modding Tool - Starting maps v1.17.png|Starting Maps
Image:XBLAH's Modding Tool - Menu Items v1.17.png|Game Menu Editor
</gallery>


This can be accessed within the tool through '''Modding > Open Mod Folder'''.
=== File Management ===
;Packing Files Manually
:Instead of distributing loose files, you can select the files you want and pack them into a [[VPK]]. The selected files will be automatically deleted after they are packed into the [[VPK]], cleaning up your mod folder. The [[VPK]] will be saved under {{path|MOD_NAME/custom/}}. ([[XBLAH's_Modding_Tool/Docs/Mod/Pack_Files_Manually|See documentation]])


=== File Explorer ===
;Pack Subdirectory under {{path|MOD_NAME/custom/}}
All the files mounted into the game info can be previewed with [[XBLAH's Modding Tool]] in the File Explorer. The File Explorer replaces the [[GCFScape]] as the ultimate file browsing tool, since it will mount all the VPKs and loose files according to the game info, to show the modder a compreensive list of files. This relieves the modder of having to browse vpks individually, and the integrated features of the tool usually dismisses the necessity of extracting the files from the vpks, since they can be accessed natively.
:Instead of manually packing files into a [[VPK]], you can select a folder under the {{path|MOD_NAME/custom/}} directory and it will convert all the Unpacked Files into a single [[VPK]]. You will have the option to delete the Unpacked Files. ([[XBLAH's_Modding_Tool/Docs/Mod/Pack_Files_Manually|See documentation]])


This can be accessed within the tool through '''Modding > File Explorer'''.
;Unpacking Files
:You can quickly convert mounted [[VPK|VPKs]] into Unpacked Files, to help during the modding process. All the files in the [[VPK]] will be extracted to the mod folder, and you will have the option to delete the [[VPK]]. ([[XBLAH's_Modding_Tool/Docs/Mod/Pack_Files_Manually|See documentation]])


See more in [[Game Directory]].
;Clean Temporary Files
:Before shipping the mod, the {{Xblahmt|4}} provides the modder with a list of unnecessary files, which can be removed with the push of a button. ([[XBLAH's_Modding_Tool/Docs/Mod/Clean_Files|See documentation]])


<div style="text-align: left; width: 800px; margin: 10px 0 10px 0; border: 1px solid rgba(255,255,255,.15);">
;Remove Duplicates
<div style="box-shadow: 0 5px 15px 0 rgba(0,0,0,.4);">
:The tool will list all the files that have the same name, relative directory and content and are mounted at least twice, and will give you the option to delete the extra Unpacked Files with a single button click. ([[XBLAH's_Modding_Tool/Docs/Mod/Remove_Duplicates|See documentation]])
<div style="margin: 0; padding: 0;">[[File:XBLAH's Modding Tool - Modding - File explorer.png|800px|File explorer]]</div>
</div>
</div>


The File Explorer contains context menus for each file, targeting them to their respective native editor, if available.
<gallery mode=nolines widths=384px heights=288px>
Image:XBLAH's Modding Tool - Clean Files v1.17.png|Cleaning Files
Image:XBLAH's_Modding_Tool_-_Pack_Files_Manually_v1.17.png|Packing Files Manually
Image:XBLAH's_Modding_Tool_-_Pack_Custom_Folder_v1.17.png|Pack Subdirectory under {{path|MOD_NAME/custom/}}
Image:XBLAH's Modding Tool - Unpack Files v1.17.png|Unpacking Files
</gallery>


When you don't know where the file is, there is a search field in the top-right corner.
== Animations ==
 
=== Clean mod ===
Before shipping the mod, the [[XBLAH's Modding Tool]] provides the modder with a list of unnecessary files, which can be removed with the push of a button.


This can be accessed within the tool through '''Modding > Clean'''.
;Scene Editor
The Source Choreography Editor will be automatically configured if ran through the {{Xblahmt|4}}, patching the missing icons. For compatible games, Scene Maker will be installed and run instead. ([[XBLAH's_Modding_Tool/Docs/Animations/Scene_Editor|See documentation]])


See more in [[Pre-publication evaluation#Excess_files]].
{{note|Scene Maker is developed by [[User:Cvoxalury|Cvoxalury]], is available for free and can be downloaded [[https://drive.google.com/file/d/1UBUN3ks5f_1_g8ecAXQpL_mC55-57jQp/view?usp=share_link here]]. Access to {{xblahmt|4}} is not required to download or run Scene Maker.}}


<div style="text-align: left; width: 500px; margin: 10px 0 20px 0; border: 1px solid rgba(255,255,255,.15);">
<gallery mode=nolines widths=384px heights=288px>
<div style="box-shadow: 0 5px 15px 0 rgba(0,0,0,.4);">
Image:XBLAH's Modding Tool v1.17 - Scene maker.png|Scene Maker
<div style="margin: 0; padding: 0;">[[File:XBLAH's Modding Tool - Modding - Clean.png|500px|Clean Mod]]</div>
</div>
</div>
 
By default it will select all files that should be deleted before publishing the mod. You can manually unselect the files you want to keep.
 
=== Game info ===
The mod information can be edited with [[XBLAH's Modding Tool]] through a comprehensive UI without requiring the modder to mess with text files. It includes all the major keys of Source SDK 2013 Single-player and Source SDK 2013 Multi-player, more than enough for the majority of Source modders.
 
This can be accessed within the tool through '''Modding > Game info'''.
 
See more in [[Gameinfo.txt]].
 
<gallery>
File:XBLAH's Modding Tool - Modding - Game info 1.png|Name
File:XBLAH's Modding Tool - Modding - Game info 2.png|Options
File:XBLAH's Modding Tool - Modding - Game info 3.png|Steam games list
File:XBLAH's Modding Tool - Modding - Game info 4.png|Engine and tools
</gallery>
</gallery>


=== Chapters ===
== Maps ==
Chapters for single-player games can be created with [[XBLAH's Modding Tool]] through an UI. The modder can easily create new chapters, select the chapter images, chapter background images, the first map of the chapter, the background map, and the tool will do the dirty work of creating the required vtfs, vmts and scripts. It gives the option to automatically blur the background images, so the modder can just take a screenshot of the background map and the tool will apply the usual blur. This replaces the need of saving VTFs, creating chapter images with weird proportions, and so on.
;Map Editor:
:{{hammer3|4}} and {{hammer|4}}will be automatically configured if ran through the {{Xblahmt|4}}. {{jack|4}} will be installed and configured for compatible {{gldsrc|4}} games. {{hammerpp|4}} will be installed and configured for compatible {{source|4}} games. ([[XBLAH's_Modding_Tool/Docs/Maps/Map_Editor|See documentation]])


This can be accessed within the tool through '''Modding > Chapters'''.
;Compile Maps
:Maps for {{source|4}} can be compiled through the tool. The tool will list and explain the most common options for compiling, making it as intuitive as possible. ([[XBLAH's_Modding_Tool/Docs/Maps/Compile|See documentation]])


See more in [[Adding chapters to your mod]] and [[Menu Background Map]].
;Decompile Maps
:Compiled maps for {{gldsrc|4}} and {{source|4}} can be decompiled through the tool. The tool will list all the mounted maps, both the loose files and the ones inside the [[VPK|VPKs]]. You will be able to decompile the maps without having to extract them beforehand. ([[XBLAH's_Modding_Tool/Docs/Maps/Decompile|See documentation]])


<div style="text-align: left; width: 400px; margin: 10px 0 20px 0; border: 1px solid rgba(255,255,255,.15);">
;Open the Prefabs Folder
<div style="box-shadow: 0 5px 15px 0 rgba(0,0,0,.4);">
:{{Xblahmt|4}} provides a shortcut to the selected game's Prefabs folder, proving itself useful in case you need to modify any files manually. ([[XBLAH's_Modding_Tool/Docs/Maps/Open_Prefabs_Folder|See documentation]])
<div style="margin: 0; padding: 0;">[[File:XBLAH's Modding Tool - Modding - Chapters.png|400px|Menu Chapters]]</div>
</div>
</div>


=== Menu ===
;Extract Used Assets
Main menu items can be added, modified or removed with [[XBLAH's Modding Tool]]] based on a provided list of options.
:You can select {{Path||vmf|icon=file}} in {{Xblahmt|4}} and it will list you all the required assets for the selected files, showing you to which pack or loose folder they belong, and giving you the option to copy what you want to a separate folder under {{path|MOD_NAME/custom/}}. By default, it will select all the files not located inside {{Path||vpk|icon=file}}, but you can extract the files from the {{Path||vpk|icon=file}} on the go, if you want to, in case you are using assets from games not everyone own. ([[XBLAH's_Modding_Tool/Docs/Mod/Extract_Used_Assets|See documentation]])


This can be accessed within the tool through '''Modding > Menu'''.
;Building Generator
:{{Xblahmt|4}} comes with a Building Generator for Source. The tool includes some example files, and users can create their own templates. ([[XBLAH's_Modding_Tool/Docs/Maps/Building_Generator|See documentation]])


See more in [[Manipulating the game menu items]].


<gallery>
<gallery mode=nolines widths=384px heights=288px>
File:XBLAH's Modding Tool - Modding - Menu 1.png|Menu items
Image:XBLAH's Modding Tool v1.17 - Hammer++.png|Map Editor
File:XBLAH's Modding Tool - Modding - Menu 2.png|Add item
Image:XBLAH's Modding Tool - Compile Maps v1.17.png|Compiling Maps
Image:XBLAH's Modding Tool - Maps - Decompile.png|Decompile Maps
Image:XBLAH's_Modding_Tool_-_Assets_Copier_v1.17.png|Extract Used Assets
Image:XBLAH's Modding Tool - Building Generator v1.17.png|Building Generator
</gallery>
</gallery>


=== Content Mount ===
== Materials ==
The mod mounted content can be edited with [[XBLAH's Modding Tool]], pointing to directories and vpks in the desired order, without the risk of messing the game info.
;Material Editor
:{{Xblahmt|4}} can be used to create {{Path||vtf}} and {{Path||vmt|icon=file}} files. It can also be used to generate [[Bump_map|normal maps]]. ([[XBLAH's_Modding_Tool/Docs/Materials/Material_Editor|See documentation]])


<div style="text-align: left; width: 780px; margin: 10px 0 20px 0; border: 1px solid rgba(255,255,255,.15);">
;WAD Editor
<div style="box-shadow: 0 5px 15px 0 rgba(0,0,0,.4);">
:{{Xblahmt|4}} can view, edit and create {{Path|WAD|icon=file}} files. ([[XBLAH's_Modding_Tool/Docs/Materials/WAD_Editor|See documentation]])
<div style="margin: 0; padding: 0;">[[File:XBLAH's Modding Tool - Modding - Content Mount.png]]</div>
</div>
</div>


This can be accessed within the tool through '''Modding > Content Mount'''.
;Details Editor
:The detail props files {{Path|details|vbsp|icon=file}} can be created or edited using the {{Xblahmt|4}}. The editor shows a preview of the detail props, showing both sprites and props, and is integrated with the File Explorer to make it really easy to create new detail props. ([[XBLAH's_Modding_Tool/Docs/Materials/Details_Editor|See documentation]])


=== Assets ===
;Skybox Editor
:Skyboxes can be created straight from image files with the {{Xblahmt|4}} using an intuitive interface, that creates all the required vtfs and vmts. All you have to do is select each cubemap face, preview it, and save. It has a built in 3D previewer to check if the skybox is seamless, and supports the regular square skyboxes and the clamped ones. It will also give you the ideal settings for {{ent|light_environment}}, {{ent|env_sun}} and {{ent|env_fog_controller}} for each sky. ([[XBLAH's_Modding_Tool/Docs/Materials/Skybox_Editor|See documentation]])


==== Copy to Custom Folder ====
;Extract Used Assets
You can select a few VMFs in [[XBLAH's Modding Tool]] and it will list you all the required assets, showing you to which pack or loose folder they belong, and giving you an option to copy what you want to a separate folder under /custom/. By default, it will select all the files not located inside VPKs, but you can extract the files from the VPKs on the go, if you want to, in case you are using assets from games not everyone own.
:You can select [[VMT|VMTs]] in {{Xblahmt|4}} and it will list you all the required assets for the selected files, showing you to which pack or loose folder they belong, and giving you the option to copy what you want to a separate folder under {{path|MOD_NAME/custom/}}. By default, it will select all the files not located inside [[VPK|VPKs]], but you can extract the files from the [[VPK|VPKs]] on the go, if you want to, in case you are using assets from games not everyone own. ([[XBLAH's_Modding_Tool/Docs/Mod/Extract_Used_Assets|See documentation]])


<div style="text-align: left; width: 829px; margin: 10px 0 20px 0; border: 1px solid rgba(255,255,255,.15);">
<gallery mode=nolines widths=384px heights=288px>
<div style="box-shadow: 0 5px 15px 0 rgba(0,0,0,.4);">
Image:XBLAH's Modding Tool v1.18.1.1 - Material Editor.png|Material Editor
<div style="margin: 0; padding: 0;">[[File:XBLAH's Modding Tool - Modding - Assets - Export.png]]</div>
Image:XBLAH's Modding Tool - WAD Editor v1.15.png.png|WAD Editor
</div>
Image:XBLAH's Modding Tool - Detail Editor v1.18.1.png|Details Editor
</div>
Image:XBLAH's Modding Tool - Skybox Editor v1.17.png|Skybox Editor
</gallery>


Currently, it detects the following files:
== Models ==
* Compiled maps
;Decompile Models
* Materials (and required files)
:Compiled models for {{gldsrc|4}} and {{source|4}} can be decompiled through the {{Xblahmt|4}}. The tool will list all the mounted models, both the loose files and the ones inside the [[VPK|VPKs]]. You will be able to decompile the models without having to extract them beforehand. ([[XBLAH's_Modding_Tool/Docs/Models/Decompile|See documentation]])
* Models (and required files)
* Sprites
* Sounds (used by ambient_generic)
* Particles
* Skyboxes


This can be accessed within the tool through '''Modding > Assets > Copy to Custom Folder'''.
;Extract Used Assets
:You can select [[MDL|MDLs]] in {{Xblahmt|4}} and it will list you all the required assets for the selected files, showing you to which pack or loose folder they belong, and giving you the option to copy what you want to a separate folder under {{path|MOD_NAME/custom/}}. By default, it will select all the files not located inside [[VPK|VPKs]], but you can extract the files from the [[VPK|VPKs]] on the go, if you want to, in case you are using assets from games not everyone own. ([[XBLAH's_Modding_Tool/Docs/Mod/Extract_Used_Assets|See documentation]])


==== Pack Files ====
<gallery mode=nolines widths=384px heights=288px>
Instead of distributing loose files, you can select the files you want and pack them into a VPK. The selected files will be automatically deleted after they are packed into the VPK, cleaning up your mod folder. The VPK will be saved under /custom/.
Image:XBLAH's Modding Tool - Decompile Models.png|Decompiling a Model
</gallery>


<div style="text-align: left; width: 564px; margin: 10px 0 20px 0; border: 1px solid rgba(255,255,255,.15);">
== Particles ==
<div style="box-shadow: 0 5px 15px 0 rgba(0,0,0,.4);">
;Generate the Particle Manifest
<div style="margin: 0; padding: 0;">[[File:XBLAH's Modding Tool - Modding - Assets - Pack.png]]</div>
:A [[Particles_manifest.txt|manifest file]] is required for rendering particles in-game. The [[Particles_manifest.txt|Particle Manifest]] file can be generated automatically with {{Xblahmt|4}}, based on all the particle files mounted in the mod. ([[XBLAH's_Modding_Tool/Docs/Particles/Generate_Particle_Manifest|See documentation]])
</div>
;PCF Version Converter
</div>
:Generated [[PCF|particle files]] will have different formats depending on the base game. These files can be converted to a compatible file format with {{xblahmt|4}}. ([[XBLAH's_Modding_Tool/Docs/Particles/Version Converter|See documentation]])


This can be accessed within the tool through '''Modding > Assets > Pack'''.
<gallery mode=nolines widths=384px heights=288px>
Image:XBLAH's Modding Tool - PCF Version Converter.png|PCF Version Converter
</gallery>


==== Unpack Files ====
== Scripts ==
You can quickly convert mounted VPKs into Unpacked Files, to help during the modding process. All the files in the VPK will be extracted to the mod folder, and you will have the option to delete the VPK.
;Localization Editor
:[[VGUI_Documentation#Localization|Localization]] strings can be added and edited through an intuitive UI with {{Xblahmt|4}}. ([[XBLAH's_Modding_Tool/Docs/Scripts/Locatization_Editor|See documentation]])


This can be accessed within the tool through '''Modding > Assets > Unpack'''.
<gallery mode=nolines widths=384px heights=288px>
Image:XBLAH's Modding Tool - Localization.png|Localization Editor
</gallery>


==== Pack Custom Folder ====
== Sounds ==
Instead of manually packing files into a VPK, you can select a folder under the Custom directory and it will convert all the Unpacked Files into a single VPK. You will have the option to delete the Unpacked Files.
;Soundscape Editor
:[[Soundscape|Soundscapes]] can now be easily created or modified using {{Xblahmt|4}}. The UI provides an intuitive way to create new soundscapes, using the integrated file explorer. This allows the user to browse all the files mounted ({{Path||vpk|icon=file}} and loose files), let the user preview the files individually and let the user preview how the whole soundscape is gonna play in-game. ([[XBLAH's_Modding_Tool/Docs/Sounds/Soundscape_Editor|See documentation]])


This can be accessed within the tool through '''Modding > Assets > Pack Custom Folder'''.
;Generate the Soundscape Manifest
:A manifest file is required for playing [[Soundscape|soundscapes]] in-game. The Soundscape Manifest file can be generated automatically with {{Xblahmt|4}}, based on all the soundscape files mounted in the mod. ([[XBLAH's_Modding_Tool/Docs/Sounds/Generate_Soundscape_Manifest|See documentation]])


==== Remove Duplicates ====
;Generate the Game Sounds Manifest
The tool will list all the files that have the same name, relative directory and content and are mounted at least twice, and will give you the option to delete the extra Unpacked Files with a single button click.
:A manifest file is required for precaching sounds in-game. The Game Sounds Manifest file can be generated automatically with {{Xblahmt|4}}, based on all the game sound files mounted in the mod. ([[XBLAH's_Modding_Tool/Docs/Sounds/Generate_Game_Sounds_Manifest|See documentation]])


This can be accessed within the tool through '''Modding > Assets > Remove Duplicates'''.
<gallery mode=nolines widths=384px heights=288px>
Image:XBLAH's Modding Tool - Soundscape Editor.png|Soundscape Editor
</gallery>


== Animations ==
== Options ==
;Steam Libraries
:The libraries used by the games and mods in the tool are automatically set if you have a legit Steam installation. Keep in mind the libraries set here are only used by the tool, and the games and mods will still use their gameinfo to mount their contents. ([[XBLAH's_Modding_Tool/Docs/Options/Steam_Libraries|See documentation]])


=== Choreography Editor ===
;Discord Presence
The Source Choreography Editor will be automatically configured if ran through the [[XBLAH's Modding Tool]], patching the missing icons.
:By default, the tool lets your Discord friends know what you are working on. If you want privacy, you can set up what is shown on Discord. The options are to show the game and mod you are working on, only the game you currently have selected, or show nothing. ([[XBLAH's_Modding_Tool/Docs/Options/Discord_Presence|See documentation]])


This can be accessed within the tool through '''Animations > Choreography Editor'''.
<gallery mode=nolines widths=384px heights=288px>
Image:XBLAH's Modding Tool - Steam Libraries v1.17.png|Steam Libraries
Image:XBLAH's Modding Tool v1.17 - Discord Presence.png|Discord Presence
</gallery>


== Maps ==
= XBLAH's Modding Tool for Teams =
VIP Patrons are eligible to create a team of up to 10 members to use the {{Xblahmt|4}}. Additional members can be added by increasing the pledge by $1/member.


=== Editor ===
To create a Team, the VIP Patron must [https://xblah.dev/xblah-modding-tool register] using the same email used to pledge on Patreon. The team members must register too, although they are not required to have a Patreon account. The Team Manager then can add the members to the available slots.
The level editors will be automatically copied and configured if ran through the [[XBLAH's Modding Tool]].


For Goldsrc games, it will run Jack with the correct configurations, ready for editing and compiling. For Source games, it will run Hammer++ (for compatible branches) or the stock Hammer 4, with Slartibarty's Compile Tools (for compatible branches). It will also run Hammer++ ready to be used with Mapbase, with no special configurations or shortcuts needed.
= External links =
* [https://modding-assets.net/source/tools/modding/xblah-modding-tool/ XBLAH's Modding Tool] page on [https://modding-assets.net Modding Assets.net]
* [https://www.moddb.com/downloads/xblahs-modding-tool ModDB] - Last free version (1.13)
* [https://www.patreon.com/xblah Patreon page]


This can be accessed within the tool through '''Maps > Editor'''.
{{sdktools|1}}


=== Decompile ===
{{goldsrc sdktools}}
Compiled maps for Goldsrc and Source can be decompiled through the [[XBLAH's Modding Tool]]. The tool will list all the mounted maps, both the loose files and the ones inside the VPKs. You will be able to decompile the maps without having to extract them beforehand. The decompiled maps will be saved under /mapsrc/ as a loose file.


<div style="text-align: left; width: 752px; margin: 10px 0 20px 0; border: 1px solid rgba(255,255,255,.15);">
{{sdktools|0}}
<div style="box-shadow: 0 5px 15px 0 rgba(0,0,0,.4);">
<div style="margin: 0; padding: 0;">[[File:XBLAH's Modding Tool - Maps - Decompile.png]]</div>
</div>
</div>


This can be accessed within the tool through '''Maps > Decompile'''.
{{sdktools/source2|0}}


=== Prefabs folder ===
[[Category:Third Party Tools]]
There is a handy shortcut to the Game's Prefabs Folder.
[[Category:Third Party Source Tools]]
 
[[Category:Third Party GoldSrc Tools]]
This can be accessed within the tool through '''Maps > Prefabs Folder'''.
[[Category:Non-Steam Applications]]
 
== Materials ==
 
=== Skybox Editor ===
LDR Skyboxes can be created straight from image files with the [[XBLAH's Modding Tool]] using an intuitive interface, that creates all the required vtfs and vmts. All you have to do is select each cubemap face, preview it, and save. It has a built in 3D previewer to check if the skybox is seamless, and supports the regular square skyboxes and the clamped ones.
 
This can be accessed within the tool through '''Materials > Skybox Editor'''.
 
See more in [[Skybox (2D)]].
 
<div style="text-align: left; width: 500px; margin: 10px 0 20px 0; border: 1px solid rgba(255,255,255,.15);">
<div style="box-shadow: 0 5px 15px 0 rgba(0,0,0,.4);">
<div style="margin: 0; padding: 0;">[[File:XBLAH's Modding Tool - Materials - Skybox Editor.png|500px|Clean Mod]]</div>
</div>
</div>
 
== Particles ==
 
=== Generate Manifest ===
A manifest file is required for rendering particles in-game. The Particle Manifest file can be generated automatically with [[XBLAH's Modding Tool]], based on all the particle files mounted in the mod.
 
This can be accessed within the tool through '''Particles > Generate Manifest'''.
 
== Sounds ==
 
=== Generate Soundscape Manifest ===
A manifest file is required for playing soundscapes in-game. The Soundscape Manifest file can be generated automatically with [[XBLAH's Modding Tool]], based on all the soundscape files mounted in the mod.
 
This can be accessed within the tool through '''Sounds > Generate Soundscape Manifest'''.
 
== External links ==
 
*[https://modding-assets.net/source/tools/modding/xblah-modding-tool/ XBLAH's Modding Tool Homepage]

Latest revision as of 04:56, 3 June 2025

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This article is about the tool. For documentation for XBLAH's Modding Tool, see XBLAH's Modding Tool Documentation.
XBLAH's Modding Tool Details
Software Cover - XBLAH's Modding Tool.jpg
Initial release
Jan 11, 2020
Stable release
Jan 13, 2024
Written in
C#
Operating system
Windows
Type
Mod tool • Map compiler • Map tool • Model compiler • Model tool • Texture tool • Sound tool • VPK tool
Target engine(s)
GoldSrc Source Source 2
Distribution
Commercial software

XBLAH's Modding Tool XBLAH's Modding Tool is an Integrated Development Environment written by XBLAH to improve Valve Valve-games modders productivity and quality of life.

The IDE includes features like mod creation, map editing, compiling and decompiling, model compiling, editing and decompiling, material editing, soundscape editing, vpk packing and unpacking and general scripting and automation.

Note.pngNote:As of December 2023, with version 2.0 or newer, XBLAH's Modding Tool is available in two editions: the Essentials Edition, free of charge, and the Advanced Edition, which requires a Patreon subscription.


Features

XBLAH's Modding Tool XBLAH's Modding Tool - Welcome Tab

XBLAH's Modding Tool XBLAH's Modding Tool is organized in different dashboards depending on which role you have in the mod development. There are dashboards available for mod leaders, level designers, material designers, model designers, sound designers, programmers, animators, and particle designers, each one with a specialized toolset in that field.

Note.pngNote:The Essentials Edition contains only the Modding Dashboard and part of Level Design Dashboard. The Advanced Edition contains the complete toolset.

Game

Create a mod
Creating a bare-bones mod usually requires more than just creating a liblist.gam or a gameinfo.txt. Mods based on GoldSrc GoldSrc and Source Source games can be created with the XBLAH's Modding Tool XBLAH's Modding Tool using an intuitive interface, that creates all the required files and directories. Mapbase Mapbase mods are also supported. (See documentation).
Refresh Mods
In case you manually added or modified any mods for the current game, you can refresh the mod listing. (See documentation)

Modding

Run a Mod
You can run mods straight from XBLAH's Modding Tool XBLAH's Modding Tool, without having to restart Steam when you create or install a new mod. XBLAH's Modding Tool XBLAH's Modding Tool supports lots of different run modes. It contains basic presets for each game, and you can add new ones. (See documentation)
Open the Mod Folder
XBLAH's Modding Tool XBLAH's Modding Tool provides a shortcut to the selected mod folder, proving itself useful in case you need to modify any files manually. (See documentation)
File Explorer
All the files mounted into the game info can be previewed with XBLAH's Modding Tool XBLAH's Modding Tool in the File Explorer. The File Explorer replaces the GCFScape as the ultimate file browsing tool, since it will mount all the VPKs and loose files according to the game info, to show the modder a comprehensive list of files. This relieves the modder of having to browse vpks individually, and the integrated features of the tool usually dismisses the necessity of extracting the files from the vpks, since they can be accessed natively by double-clicking the file (or right-clicking for more options). (See documentation)
Deleting a Mod
You can delete the selected mod in case you don't want to work with it or have it anymore. (See documentation)

Mod Configuration

Game Info
The mod information can be edited with XBLAH's Modding Tool XBLAH's Modding Tool through a comprehensive UI without requiring the modder to mess with text files. It includes all the major keys of GoldSrc GoldSrc and Source Source. (See documentation)
Mounting Game Assets
The mod mounted content can be edited with XBLAH's Modding Tool XBLAH's Modding Tool, pointing to directories and VPKs in the desired order, without the risk of messing the game info. (See documentation)
Managing Chapters
Chapters for single-player games can be created with XBLAH's Modding Tool XBLAH's Modding Tool through an UI. The modder can easily create new chapters, select the chapter images, chapter background images, the first map of the chapter, the background map, and the tool will do the dirty work of creating the required vtfs, vmts and scripts. It gives the option to automatically blur the background images, so the modder can just take a screenshot of the background map and the tool will apply the usual blur. This replaces the need of saving VTFs, creating chapter images with weird proportions, and so on. (See documentation)
Starting maps
For GoldSrc GoldSrc games, you can set the map that will be run when you start a new game and the map that will run when you start the training section. (See documentation)
Menu Items
Main menu items can be added, modified or removed with XBLAH's Modding Tool XBLAH's Modding Tool based on a provided list of options. (See documentation)

File Management

Packing Files Manually
Instead of distributing loose files, you can select the files you want and pack them into a VPK. The selected files will be automatically deleted after they are packed into the VPK, cleaning up your mod folder. The VPK will be saved under 🖿MOD_NAME/custom/. (See documentation)
Pack Subdirectory under 🖿MOD_NAME/custom/
Instead of manually packing files into a VPK, you can select a folder under the 🖿MOD_NAME/custom/ directory and it will convert all the Unpacked Files into a single VPK. You will have the option to delete the Unpacked Files. (See documentation)
Unpacking Files
You can quickly convert mounted VPKs into Unpacked Files, to help during the modding process. All the files in the VPK will be extracted to the mod folder, and you will have the option to delete the VPK. (See documentation)
Clean Temporary Files
Before shipping the mod, the XBLAH's Modding Tool XBLAH's Modding Tool provides the modder with a list of unnecessary files, which can be removed with the push of a button. (See documentation)
Remove Duplicates
The tool will list all the files that have the same name, relative directory and content and are mounted at least twice, and will give you the option to delete the extra Unpacked Files with a single button click. (See documentation)

Animations

Scene Editor

The Source Choreography Editor will be automatically configured if ran through the XBLAH's Modding Tool XBLAH's Modding Tool, patching the missing icons. For compatible games, Scene Maker will be installed and run instead. (See documentation)

Note.pngNote:Scene Maker is developed by Cvoxalury, is available for free and can be downloaded [here]. Access to XBLAH's Modding Tool XBLAH's Modding Tool is not required to download or run Scene Maker.

Maps

Map Editor
Hammer 3.x Hammer 3.x and Hammer Hammerwill be automatically configured if ran through the XBLAH's Modding Tool XBLAH's Modding Tool. J.A.C.K. J.A.C.K. will be installed and configured for compatible GoldSrc GoldSrc games. Hammer++ Hammer++ will be installed and configured for compatible Source Source games. (See documentation)
Compile Maps
Maps for Source Source can be compiled through the tool. The tool will list and explain the most common options for compiling, making it as intuitive as possible. (See documentation)
Decompile Maps
Compiled maps for GoldSrc GoldSrc and Source Source can be decompiled through the tool. The tool will list all the mounted maps, both the loose files and the ones inside the VPKs. You will be able to decompile the maps without having to extract them beforehand. (See documentation)
Open the Prefabs Folder
XBLAH's Modding Tool XBLAH's Modding Tool provides a shortcut to the selected game's Prefabs folder, proving itself useful in case you need to modify any files manually. (See documentation)
Extract Used Assets
You can select File.vmf in XBLAH's Modding Tool XBLAH's Modding Tool and it will list you all the required assets for the selected files, showing you to which pack or loose folder they belong, and giving you the option to copy what you want to a separate folder under 🖿MOD_NAME/custom/. By default, it will select all the files not located inside File.vpk, but you can extract the files from the File.vpk on the go, if you want to, in case you are using assets from games not everyone own. (See documentation)
Building Generator
XBLAH's Modding Tool XBLAH's Modding Tool comes with a Building Generator for Source. The tool includes some example files, and users can create their own templates. (See documentation)


Materials

Material Editor
XBLAH's Modding Tool XBLAH's Modding Tool can be used to create 🖿.vtf and File.vmt files. It can also be used to generate normal maps. (See documentation)
WAD Editor
XBLAH's Modding Tool XBLAH's Modding Tool can view, edit and create FileWAD files. (See documentation)
Details Editor
The detail props files Filedetails.vbsp can be created or edited using the XBLAH's Modding Tool XBLAH's Modding Tool. The editor shows a preview of the detail props, showing both sprites and props, and is integrated with the File Explorer to make it really easy to create new detail props. (See documentation)
Skybox Editor
Skyboxes can be created straight from image files with the XBLAH's Modding Tool XBLAH's Modding Tool using an intuitive interface, that creates all the required vtfs and vmts. All you have to do is select each cubemap face, preview it, and save. It has a built in 3D previewer to check if the skybox is seamless, and supports the regular square skyboxes and the clamped ones. It will also give you the ideal settings for light_environment, env_sun and env_fog_controller for each sky. (See documentation)
Extract Used Assets
You can select VMTs in XBLAH's Modding Tool XBLAH's Modding Tool and it will list you all the required assets for the selected files, showing you to which pack or loose folder they belong, and giving you the option to copy what you want to a separate folder under 🖿MOD_NAME/custom/. By default, it will select all the files not located inside VPKs, but you can extract the files from the VPKs on the go, if you want to, in case you are using assets from games not everyone own. (See documentation)

Models

Decompile Models
Compiled models for GoldSrc GoldSrc and Source Source can be decompiled through the XBLAH's Modding Tool XBLAH's Modding Tool. The tool will list all the mounted models, both the loose files and the ones inside the VPKs. You will be able to decompile the models without having to extract them beforehand. (See documentation)
Extract Used Assets
You can select MDLs in XBLAH's Modding Tool XBLAH's Modding Tool and it will list you all the required assets for the selected files, showing you to which pack or loose folder they belong, and giving you the option to copy what you want to a separate folder under 🖿MOD_NAME/custom/. By default, it will select all the files not located inside VPKs, but you can extract the files from the VPKs on the go, if you want to, in case you are using assets from games not everyone own. (See documentation)

Particles

Generate the Particle Manifest
A manifest file is required for rendering particles in-game. The Particle Manifest file can be generated automatically with XBLAH's Modding Tool XBLAH's Modding Tool, based on all the particle files mounted in the mod. (See documentation)
PCF Version Converter
Generated particle files will have different formats depending on the base game. These files can be converted to a compatible file format with XBLAH's Modding Tool XBLAH's Modding Tool. (See documentation)

Scripts

Localization Editor
Localization strings can be added and edited through an intuitive UI with XBLAH's Modding Tool XBLAH's Modding Tool. (See documentation)

Sounds

Soundscape Editor
Soundscapes can now be easily created or modified using XBLAH's Modding Tool XBLAH's Modding Tool. The UI provides an intuitive way to create new soundscapes, using the integrated file explorer. This allows the user to browse all the files mounted (File.vpk and loose files), let the user preview the files individually and let the user preview how the whole soundscape is gonna play in-game. (See documentation)
Generate the Soundscape Manifest
A manifest file is required for playing soundscapes in-game. The Soundscape Manifest file can be generated automatically with XBLAH's Modding Tool XBLAH's Modding Tool, based on all the soundscape files mounted in the mod. (See documentation)
Generate the Game Sounds Manifest
A manifest file is required for precaching sounds in-game. The Game Sounds Manifest file can be generated automatically with XBLAH's Modding Tool XBLAH's Modding Tool, based on all the game sound files mounted in the mod. (See documentation)

Options

Steam Libraries
The libraries used by the games and mods in the tool are automatically set if you have a legit Steam installation. Keep in mind the libraries set here are only used by the tool, and the games and mods will still use their gameinfo to mount their contents. (See documentation)
Discord Presence
By default, the tool lets your Discord friends know what you are working on. If you want privacy, you can set up what is shown on Discord. The options are to show the game and mod you are working on, only the game you currently have selected, or show nothing. (See documentation)

XBLAH's Modding Tool for Teams

VIP Patrons are eligible to create a team of up to 10 members to use the XBLAH's Modding Tool XBLAH's Modding Tool. Additional members can be added by increasing the pledge by $1/member.

To create a Team, the VIP Patron must register using the same email used to pledge on Patreon. The team members must register too, although they are not required to have a Patreon account. The Team Manager then can add the members to the available slots.

External links