This article's documentation is for the "GoldSrc" engine. Click here for more information.
This article's documentation is for anything that uses the Source engine. Click here for more information.
This article's documentation is for Source 2. Click here for more information.

XBLAH's Modding Tool: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
mNo edit summary
No edit summary
 
(109 intermediate revisions by 13 users not shown)
Line 1: Line 1:
{{lang|title=XBLAH's Modding Tool}}
{{GoldSrc topicon}}
[[File:XBLAH's Modding Tool - v1.17.png|512px|right|XBLAH's Modding Tool]]
{{Source topicon}}
{{Source 2 topicon}}


{{xBLAHs Modding Tool|4}} is an Integrated Development Environment written by '''XBLAH''' to improve Valve games modders productivity and quality of life.
{{LanguageBar}}


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.
<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>


{{ModernWarning|As of December 2022, XBLAH's Modding Tool is no longer free and requires a [https://www.patreon.com/xblah Patreon subscription]. Versions 1.13 or older will continue to work without a purchase.}}
{{SoftwareBox
<!-- Basic info -->
| title    = XBLAH's Modding Tool Details
| image    = Software Cover - XBLAH's Modding Tool.jpg


__TOC__
<!-- 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


= Documentation =
<!-- Operating system(s)-->
| windows = 1


To begin, select int the toolbar a base game and the mod you want to work on. It will automatically detect all compatible {{gldsrc|4}}, {{source|4}} and {{source2|4}} based games you have installed through Steam. Additional libraries may be added manually.
<!-- Target engine(s)-->
| goldsrc = 1
| source = 1
| source2 = 1


{{note|The tool 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.}}
}}
{{note|The tool will automatically install Mapbase when it's selected in the Game List.}}


[[File:XBLAH's Modding Tool - Toolbar v1.17.png|1000px]]
{{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.


== Game ==
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.


=== New 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].}}
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 {{xBLAHs Modding Tool|4}} 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.
* When creating Mapbase mods, it will include Thexa's PBR Shaders by default.


<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
__TOC__
This can be accessed within the tool through '''Game > New Mod'''.


<br/><span style="color: #FFFFFF; font-weight: bold">How to use it</span><br/>
= Features =
To create a new mod, select a Base game. Then, select a Mod Template (if you are unsure which to use, choose the default one). Choose a title for the mod. 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.
[[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.}}


See more in [[Create a Mod]].
== Game ==
 
[[File:XBLAH's Modding Tool - Create a mod v1.17.0.png|800px|Create a mod]]
----
=== Open Game Folder ===


{{xBLAHs Modding Tool|4}} provides a shortcut to the selected base game folder, proving itself useful in case you need to modify any files manually.
;Create a mod
:[[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]]).


<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
;Refresh Mods
This can be accessed within the tool through '''Game > Open Game Folder'''.
: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]])
----
=== Refresh Mods ===


In case you manually added or modified any mods for the current game, you can refresh the mod listing.
<gallery mode=nolines widths=384px heights=288px>
 
Image:XBLAH's Modding Tool - Create a mod v1.17.0.png|Creating a mod
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
</gallery>
This can be accessed within the tool '''Game > Refresh Mods'''.


== 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 {{xBLAHs Modding Tool|4}}, without having to restart Steam when you create or install a new mod. {{xBLAHs Modding Tool|4}} 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]])


<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
;File Explorer
This can be accessed within the tool through '''Mod > Run''' or under '''Run''' in the toolbar.
: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]])


<br/><span style="color: #FFFFFF; font-weight: bold">How to use it</span><br/>
;Deleting a Mod
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.
: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]])


If you messed up the presets and want a factory reset, you can click the '''Reset''' button.
<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>


[[File:XBLAH's Modding Tool - Modding - Run2.png|500px]]
=== Mod Configuration ===


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


* The Run Mode can either be Fullscreen, Windowed or VR (for compatible games).
;Mounting Game Assets
* 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 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]])
* 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 ====
;Managing Chapters
You can also check the preset configurations by clicking the [[File:XBLAH's Modding Tool - Edit Button.png|Edit 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]])


==== Remove a preset ====
;Starting maps
You can remove a preset by clicking the [[File:XBLAH's Modding Tool - Remove Button.png|Remove button]] button.
: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]])


[[File:XBLAH's Modding Tool - Modding - Run - Expert Mode.png|500px]]
;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]])


----
<gallery mode=nolines widths=384px heights=288px>
=== Open Mod Folder ===
Image:XBLAH's Modding Tool - Game Info v1.17.png|Game Info
{{xBLAHs Modding Tool|4}} 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 - 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>


<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
=== File Management ===
This can be accessed within the tool through '''Mod > Open Mod Folder'''.
;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]])


----
;Pack Subdirectory under {{path|MOD_NAME/custom/}}
=== File Explorer ===
: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]])
All the files mounted into the game info can be previewed with {{xBLAHs Modding Tool|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 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 by double clicking the file (or right clicking for more options).


<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
;Unpacking Files
This can be accessed within the tool through '''Mod > File Explorer'''.
: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]])


<br/><span style="color: #FFFFFF; font-weight: bold">How to use it</span><br/>
;Clean Temporary Files
The File Explorer contains context menus for each file, targeting them to their respective native editor, if available.
: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]])


When you don't know where the file is, there is a search field in the top-right corner.
;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. ([[XBLAH's_Modding_Tool/Docs/Mod/Remove_Duplicates|See documentation]])


See more in [[Game Directory]].
<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>


[[File:XBLAH's Modding Tool - Modding - File explorer.png|800px|File explorer]]
== Animations ==
 
==== Extracting files ====
You can extract multiple files from the mounted VPKs by selecting the files and ''' Right Click > Extract to VPK '''.
 
==== Decompiling maps ====
You can decompile multiple GoldSrc and Source maps, straight from the VPK or from loose files, by selecting the files and ''' Right Click > Decompile '''.
----
 
=== Clean Files ===
Before shipping the mod, the {{xBLAHs Modding Tool|4}} provides the modder with a list of unnecessary files, which can be removed with the push of a button.
 
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Mod > Clean Files'''.
 
<br/><span style="color: #FFFFFF; font-weight: bold">How to use it</span><br/>
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.
 
See more in [[Pre-publication evaluation#Excess_files]].
 
[[File:XBLAH's Modding Tool - Clean Files v1.17.png]]
----
=== Game Info ===
The mod information can be edited with {{xBLAHs Modding Tool|4}} 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.
 
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Mod > Game info'''.
 
<br/><span style="color: #FFFFFF; font-weight: bold">How to use it</span><br/>
See more in [[Gameinfo.txt]].
 
==== Steam Library ====
You can set the mod's name and import an icon from common picture formats, and these will show on the Steam Library.
 
[[File:XBLAH's Modding Tool - Game Info v1.17.png]]
----
 
=== Content Mount ===
The mod mounted content can be edited with {{xBLAHs Modding Tool|4}}, pointing to directories and vpks in the desired order, without the risk of messing the game info.
 
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Mod > Content Mount'''.
 
<br/><span style="color: #FFFFFF; font-weight: bold">How to use it</span><br/>
See more in [[Gameinfo.txt]].
 
[[File:XBLAH's Modding Tool - Content Mount v1.17.png]]
----
 
=== Chapters ===
Chapters for single-player games can be created with {{xBLAHs Modding Tool|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 VTFs, creating chapter images with weird proportions, and so on.
 
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Mod > Chapters'''.
 
<br/><span style="color: #FFFFFF; font-weight: bold">How to use it</span><br/>
 
You can insert a new chapter by clicking [[File:XBLAH's Modding Tool - Add Button.png|Add button]] button.
 
Select a chapter ID (Example 1, 2, 3, or A, B, C, etc) and a chapter title. Right click the picture box next to the Chapter Image label and select a screenshot to show up in the New Menu window. Right click the picture box next to the Chapter Background label and select a screenshot to show up as the menu background (or as the loading screen if a background map is set). Select the map that will load when the user selects that chapter, and, optionally, select a background map.
 
See more in [[Adding chapters to your mod]] and [[Menu Background Map]].
 
[[File:XBLAH's Modding Tool - Chapters v1.17.0.png]]
 
----
 
=== Starting Maps ===
 
For 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.
 
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Mod > Starting Maps'''.
 
[[File:XBLAH's Modding Tool - Starting maps v1.17.png]]
 
----
=== Menu Items ===
Main menu items can be added, modified or removed with {{xBLAHs Modding Tool|4}} based on a provided list of options.
 
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Mod > Menu Items'''.
 
<br/><span style="color: #FFFFFF; font-weight: bold">How to use it</span><br/>
See more in [[Manipulating the game menu items]].
 
[[File:XBLAH's Modding Tool - Menu Items v1.17.png]]
 
==== Add a menu item ====
 
You can add a menu item by clicking on the [[File:XBLAH's Modding Tool - Add Button.png|Add button]] button, by selecting the command and choosing a caption. You can also choose whether it should only show when you have a map running.
 
If you select the '''engine <command>''', you can set a command parameter that will be inserted and run through the console when the user clicks the menu item.
 
You can select an '''Empty row''' to add spacing between menu items.
 
==== Edit a menu item ====
You can edit a menu item by clicking the [[File:XBLAH's Modding Tool - Edit Button.png|Edit button]] button.
 
==== Delete a menu item ====
You can delete a menu item by selecting the menu item and clicking the [[File:XBLAH's Modding Tool - Remove Button.png|Remove button]] button.
 
[[File:XBLAH's Modding Tool - Add Menu Item v1.17.png]]
 
----
=== Extract Used Assets ===
You can select a few VMFs in {{xBLAHs Modding Tool|4}} 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.
 
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Mod > Assets > Extract Used Assets'''.
 
<br/><span style="color: #FFFFFF; font-weight: bold">How to use it</span><br/>
Currently, it detects the following files:
* Compiled maps
* Materials (and required files)
* Models (and required files)
* Sprites
* Sounds (used by ambient_generic)
* Particles
* Skyboxes
 
[[File:XBLAH's Modding Tool - Extract Used Assets v1.17.png]]
 
Select the files that you want to be copied to the custom folder. You can select individual files, or you can select a whole package to copy or not to copy the files. For example, you may choose to only extract assets that are inside a VPK, in case you own a game that you are not just players of your mod own too.
 
When you've selected the files you want to extract, click '''Copy Assets''' and the assets will be copied to a new directory under /custom/.
 
[[File:XBLAH's Modding Tool - Assets Copier v1.17.png]]
----
 
=== Pack 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 /custom/.
 
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Mod > Assets > Pack Files Manually'''.
 
[[File:XBLAH's Modding Tool - Pack Files Manually v1.17.png]]
 
----
=== Pack Subdirectory under /custom/ ===
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.
 
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Mod > Assets > Pack Subdirectory under /custom/'''.
 
[[File:XBLAH's Modding Tool - Pack Custom Folder v1.17.png]]
 
----
=== Unpack 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.
 
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Mod > Assets > Unpack Files'''.
 
[[File:XBLAH's Modding Tool - Unpack Files v1.17.png]]
 
----
=== 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.
 
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Mod > Assets > Remove Duplicates'''.
 
----
=== Delete Mod ===
You can delete the selected mod in case you don't want to work with it or have it anymore. Make sure you know what you are doing, as this action cannot be undone.


<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
;Scene Editor
This can be accessed within the tool through '''Mod > Delete Mod'''.
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]])


== Animations ==
{{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.}}


=== Choreography Editor ===
<gallery mode=nolines widths=384px heights=288px>
The Source Choreography Editor will be automatically configured if ran through the {{xBLAHs Modding Tool|4}}, patching the missing icons.
Image:XBLAH's Modding Tool v1.17 - Scene maker.png|Scene Maker
 
</gallery>
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Animations > Choreography Editor'''.


== Maps ==
== Maps ==
;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]])


=== Editor ===
;Compile Maps
The level editors will be automatically copied and configured if ran through the {{xBLAHs Modding Tool|4}}.
: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]])


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.
;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]])


<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
;Open the Prefabs Folder
This can be accessed within the tool through '''Maps > Editor'''.
:{{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]])


----
;Extract Used Assets
=== Compile ===
: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]])
Maps for Source can be compiled through the {{xBLAHs Modding Tool|4}}. The tool will list and explain the most common options for compiling, making it as intuitive as possible.


<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
;Building Generator
This can be accessed within the tool through '''Maps > Compile'''.
:{{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]])


<br/><span style="color: #FFFFFF; font-weight: bold">How to use it</span><br/>
Select the maps that you want to compile, select the desired settings and click Compile Maps.


In case you only edited the map entities, you can click Update Entities to compile it faster, keeping the brushes, visibility and lighting data intact.
<gallery mode=nolines widths=384px heights=288px>
Image:XBLAH's Modding Tool v1.17 - Hammer++.png|Map Editor
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>


In case you only want to check if the map is sealed, you can click Leak Test. The tool will alert you if any leaks are found.
== Materials ==
;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]])


[[File:XBLAH's Modding Tool - Compile Maps v1.17.png|1000px]]
;WAD Editor
:{{Xblahmt|4}} can view, edit and create {{Path|WAD|icon=file}} files. ([[XBLAH's_Modding_Tool/Docs/Materials/WAD_Editor|See documentation]])


----
;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]])


=== Decompile ===
;Skybox Editor
Compiled maps for Goldsrc and Source can be decompiled through the {{xBLAHs Modding Tool|4}}. 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.
: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]])


<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
;Extract Used Assets
This can be accessed within the tool through '''Maps > Decompile'''.
: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]])


[[File:XBLAH's Modding Tool - Maps - Decompile.png]]
<gallery mode=nolines widths=384px heights=288px>
 
Image:XBLAH's Modding Tool v1.18.1.1 - Material Editor.png|Material Editor
----
Image:XBLAH's Modding Tool - WAD Editor v1.15.png.png|WAD Editor
=== Building Generator ===
Image:XBLAH's Modding Tool - Detail Editor v1.18.1.png|Details Editor
{{xBLAHs Modding Tool|4}} now comes with a Building Generator for Source. The tool includes some example files, and users can create their own templates.
Image:XBLAH's Modding Tool - Skybox Editor v1.17.png|Skybox Editor
 
</gallery>
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Maps > Building Generator'''.
 
<br/><span style="color: #FFFFFF; font-weight: bold">How to use it</span><br/>
The Building Generator creates buildings out of voxels, using instructions under '''/scripts/building_generator/themes/''' and map data under '''/prefabs/building_generator'''.
 
[[File:XBLAH's Modding Tool - Building Generator v1.17.png]]
 
==== Themes ====
Each script file consists of a theme. A theme is made out of pieces
 
This is an example of a theme file, the DEV Textures theme, included in the tool. You can use it as a base to create new themes.
{{pre|
// Name: DEV Textures
// Author: Jean XBLAH Knapp
//
// Description: This is a template theme, for feature testing and for reference.
//
// Usage: Parts files have the following path format:
// prefabs/[theme_id]/[part_name]_[orientation].vmf
//
// The available orientations are FT, BK, LF, RT, FT_LF, FT_RT, BK_LF, BK_RT
// The FT orientation is east in Hammer.
//
// The default skin is Skin 0
// If a different skin is selected, whenever Skin 0 is found in the prefabs,
// it will be replaced by the selected skin
 
building {
// Settings
name "DEV Textures"
voxel_size "128"
 
// Skin information
skins {
"0" {
name "0"
materials {
material "DEV/DEV_MEASUREWALL01A"
}
}
"1" {
name "1"
materials {
material "DEV/DEV_MEASUREWALL01D"
}
}
}
 
// Floor information
floors {
// Used by every floor that does not have custom settings
"default" {
 
// If a part is not found, it will use this one
default_part "wall01"
 
// Used by FT, BK, LF and RT faces
default_edge "window01"
 
edges {
part {
part_name "window01"
 
// How often this part should be picked. The default is 1.
// If the frequency is 4, it means it will be picked 4x more often.
frequency "4"
}
part {
part_name "window02"
}
part {
part_name "window03"
}
part {
part_name "window04"
}
}
 
// Used by corner faces
default_corner "wall01"
}
 
// The ground floor
// It equals to using index 0
"bottom" {
 
// The height of the floor is defined by this value times the voxel size.
// Default value is 1.
height "1"
 
// If a part is not found, it will use this one
default_part "wall01"
 
set_pieces {
part {
part_name "door01"
}
}
}
 
// The upper floor
// It equals to using index -1.
"top" {
 
// If a part is not found, it will use this one
"default_part" "roof01"
}
 
// Any terrace floor except the roof. If none is set, "top" is used for any terrace
"terrace" {
"default_part" "roof01"
}
}
}
}}
 
===== Pieces =====
Each piece is a visgroup of the vmf file under the prefabs dir. The front of the pieces always face east in Hammer. Each piece must have a single info_landmark, that represents the origin (back-right corner) of the piece.
 
===== Skins =====
Themes can have multiple skins.
 
----
 
=== Open Prefabs folder ===
There is a handy shortcut to the Game's Prefabs Folder.
 
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Maps > Open Prefabs Folder'''.


== Models ==
== Models ==
;Decompile Models
: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]])


=== Decompile ===
;Extract Used Assets
Compiled models for Goldsrc and Source can be decompiled through the {{xBLAHs Modding Tool|4}}. 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. The decompiled models will be saved under content/modelsrc/decompiled as loose files.
: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]])
 
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Models > Decompile'''.
 
[[File:XBLAH's Modding Tool - Decompile Models.png]]
 
== Materials ==


=== Material Editor ===
<gallery mode=nolines widths=384px heights=288px>
{{xBLAHs Modding Tool|4}} can be used to create some types of materials.
Image:XBLAH's Modding Tool - Decompile Models.png|Decompiling a Model
 
</gallery>
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Materials > Material Editor'''.
 
<br/><span style="color: #FFFFFF; font-weight: bold">How to use it</span><br/>
When you are creating the material, the tool will create all the necessary files after the user selects the desired source images, either from a local bitmap resource or from a mounted vtf.
 
[[File:XBLAH's Modding Tool - Material Editor v1.17.png]]
 
----
=== Skybox Editor ===
Skyboxes can be created straight from image files with the {{xBLAHs Modding Tool|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.
 
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Materials > Skybox Editor'''.
 
<br/><span style="color: #FFFFFF; font-weight: bold">How to use it</span><br/>
You can create a new sky through '''File > New'''. Load each individual SDR and/or HDR face in their respective Cubemap toolbox. You can preview how the faces align and rotate the skybox using your cursor.
 
The Skybox Editor also provides ideal brightness, ambient, sun and fog configurations, that can be copied to the clipboard already in Hammer's property format.
 
See more in [[Skybox (2D)]].
 
----
[[File:XBLAH's Modding Tool - Skybox Editor v1.17.png]]
 
=== Details Editor ===
The detail props files (.vbsp) can now be created or edited using the {{xBLAHs Modding Tool|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.
 
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Materials > Detail Editor'''.
 
[[File:XBLAH's Modding Tool - Detail Editor v1.17.png|1000px]]


== Particles ==
== Particles ==
;Generate the Particle Manifest
: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]])
;PCF Version Converter
: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]])


=== Generate Manifest ===
<gallery mode=nolines widths=384px heights=288px>
A manifest file is required for rendering particles in-game. The Particle Manifest file can be generated automatically with {{xBLAHs Modding Tool|4}}, based on all the particle files mounted in the mod.
Image:XBLAH's Modding Tool - PCF Version Converter.png|PCF Version Converter
 
</gallery>
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Particles > Generate Manifest'''.


== Scripts ==
== Scripts ==
;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]])


=== Localization ===
<gallery mode=nolines widths=384px heights=288px>
 
Image:XBLAH's Modding Tool - Localization.png|Localization Editor
Localization strings can be added and edited through an intuitive UI with {{xBLAHs Modding Tool|4}}.
</gallery>
 
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Scripts > Localization'''.
 
<br/><span style="color: #FFFFFF; font-weight: bold">How to use it</span><br/>
In the toolbar, select the language you want to modify.
 
See more in [[VGUI_Documentation#Localization]].
 
[[File:XBLAH's Modding Tool - Localization.png|1000px]]
 
==== Languages ====
You can add a new language by clicking the [[File:XBLAH's Modding Tool - Add Button.png|Add button]] button. When you add a new language, it will copy over the values of the English language. Use language names compatible with Valve's titles.
 
{{ModernWarning|Changes will be saved automatically.}}
 
==== Keys ====
 
The keys can be edited in any language by renaming it in the first column. Changes to one language will be applied to all languages. The values can be edited in the third column. The second column will always show the value in the English language. Notice: If you need to modify the value of a key in the English language, just edit the third column and the second column value will be updated automatically.
 
You can add new keys by clicking the [[File:XBLAH's Modding Tool - Add Button.png|Add button]]. The new key will be added to all languages.
 
Keys can be removed by clicking the [[File:XBLAH's Modding Tool - Remove Button.png|Remove button]] button. The key will be removed from all languages.


== Sounds ==
== Sounds ==
;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]])


=== Soundscape Editor ===
;Generate the Soundscape Manifest
Soundscapes can now be easily created or modified using {{xBLAHs Modding Tool|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 (VPKs and loose files), let the user preview the files individually and let the user preview how the whole soundscape is gonna play in-game.
: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]])
 
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Sounds > Soundscape Editor'''.
 
<br/><span style="color: #FFFFFF; font-weight: bold">How to use it</span><br/>
See more in [[Soundscape]].
 
[[File:XBLAH's Modding Tool - Soundscape Editor.png|1000px]]
 
=== Generate Soundscape Manifest ===
A manifest file is required for playing soundscapes in-game. The Soundscape Manifest file can be generated automatically with {{xBLAHs Modding Tool|4}}, based on all the soundscape files mounted in the mod.
 
<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
This can be accessed within the tool through '''Sounds > Generate Soundscape Manifest'''.


=== Generate Game Sounds Manifest ===
;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 {{xBLAHs Modding Tool|4}}, based on all the game sound files mounted in the mod.
: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]])


<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
<gallery mode=nolines widths=384px heights=288px>
This can be accessed within the tool through '''Sounds > Generate Game Sounds Manifest'''.
Image:XBLAH's Modding Tool - Soundscape Editor.png|Soundscape Editor
</gallery>


== Options ==
== 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]])


=== Steam Libraries ===
;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. ([[XBLAH's_Modding_Tool/Docs/Options/Discord_Presence|See documentation]])


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.  
<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>


<br/><span style="color: #FFFFFF; font-weight: bold">Where to find it</span><br/>
= XBLAH's Modding Tool for Teams =
You can manually add or remove the libraries used by the tool through '''Options > Steam Libraries'''
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.


[[File:XBLAH's Modding Tool - Steam Libraries v1.17.png]]
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.


==== Add a library ====
= External links =
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.
* [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]


==== Delete a library ====
{{sdktools|1}}
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 ====
{{goldsrc sdktools}}
You can open the library directory by clicking the [[File:XBLAH's Modding Tool - Browse Button.png|Browse button]] button.


== External links ==
{{sdktools|0}}


*[https://modding-assets.net/source/tools/modding/xblah-modding-tool/ XBLAH's Modding Tool Homepage]
{{sdktools/source2|0}}
*[https://www.patreon.com/xblah Patreon page]
*[https://www.youtube.com/watch?v=WmErzuVwP-k A brief overview of the program.]


{{sdktools|0}}
[[Category:Third Party Tools]]
[[Category: Third Party Tools]]
[[Category:Third Party Source Tools]]
[[Category:Third Party GoldSrc Tools]]
[[Category:Non-Steam Applications]]

Latest revision as of 04:56, 3 June 2025

English (en)Português do Brasil (pt-br)Русский (ru)中文 (zh)Translate (Translate)
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