The Ship SDK: Difference between revisions

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{{note|This tool is provided by a third party and is not supported or maintained by [[Outerlight]].}}
{{back | The Ship Level Creation}}
==Availability==
{{DISPLAYTITLE: The Ship SDK Installation}}
Included in the ''unofficial'' [[The Ship]] SDK are CST (modified), [[Vmex|VMEX]] (modified), The Ship's [[FGD]], and [[The Ship Single Player]]'s [[FGD]]. Download the The Ship SDK [http://files.filefront.com/The_Ship_SDK/;6292697;;/fileinfo.html here].
{{toc-right}}


==News==
The Ship SDK, an extension of the [[SDK Installation|Source SDK]], includes custom map compilation tools, a modified version of [[VMEX]], The Ship's FGD, and a custom tool called ''Deckplanner'' used to create decks for your maps. The tools is created to be used by the Source SDK Developer Tools rather than being a stand alone development kit, as such make sure that you have it installed beforehand.
===Sunday, December 3, 2006 Update===
* Finished examine_text_override for [[ship_base_interaction]].
* Added [[vfx_freezer]], [[vfx_ship_explode]], [[vfx_ship_paddle]], [[vfx_sauna_steam]], and [[vfx_flyswarm]].
* Added additionalequipment choices to [[ai_crewmate]].
* Renovated [[ship_mission]].
* Fixed [[ai_shipmate]] & [[ai_crewmate]] examine_text_override.
* Fixed [[ship_lift]]'s choices.
* Fixed [[ship_radar_room]]
* Fixed crash in Hammer for missing DirectX 9 support.
* Removed dependency on the .NET Framework.
* Included the final version of the Single Player FGD.


===Wednesday, November 22, 2006 Update===
{{clr}}
* Added CSI restriction input to [[ship_base_interaction]] (RestrictCSI/UnrestrictCSI).
* Fixed [[ship_radar_room]].
{{note|Support for DirectX 9.0 capable video cards will be added soon.}}
===Tuesday, November 21, 2006 Update===
* Added new weapon & outfits to [[ship_item_spawner]].
* Added The Ship Single Player's FGD.
===Wednesday, October 18, 2006 Update===
* Added many prefabs to the SDK.
===Saturday, October 14, 2006 Update===
* Changed default sky to sky_cumulus (Fixes default cubemap problem).{{note|The Ship cannot run buildcubemaps; vtex.dll is exempt from its GCF's bin.}}
* Fixed VIS launcher to run VIS rather than RAD.
===Wednesday, October 11, 2006 Update===
* Added Origin key to [[ship_security_booth]].
* Added target_entity to [[ai_shipmate]].
* Added disableshadows to [[ai_shipmate]].
* Added lightingoriginhack to [[prop_dynamic]].
===Saturday, October 7, 2006 Update===
* Fixed launcher to use a relative path to launch the Source SDK.
===Friday, October 6, 2006 Update===
* Fixed keys in [[ship_item_spawn_dest_physical]].
* Fixed default spawnflags in [[ship_trigger_weapon_dissolve]].
* Fixed default value for cameraLength in [[ship_security_camera]].
===Thursday, October 5, 2006 Update===
* Fixed a key's name in [[ship_container]].
* Fixed choices for SpawnerPickDestType & SpawnerPickItemType in [[ship_item_spawner]].
* Added descriptions for NoDuplicateRadius & RespawnDelay in [[ship_item_spawner]].
===Wednesday, October 4, 2006 Update===
* Fixed crash on applying a WorldVertexTransition material to a displacement caused by missing shader files ("..\sourcesdk\ship\shaders\fxc\lightmappedgeneric_*.vcs").
* Added lists to [[ship_trigger_room]]'s RoomDeck and RoomName keys.
* Added titles to [[ship_container]].
* Added ShopTypes to [[base_shop]].
* Removed [[ship_container]]'s dual reference to Targetname, creating a doubled list of outputs.
==Installation==
#Replace all instances of <username> with your Steam username.
#Copy all files in The_Ship_SDK.zip to your "..\Steam\SteamApps\<username>" folder.
#Open "..\Steam\SteamApps\<username>\sourcesdk\bin\GameConfig.txt" and add the following entry.{{note|If no GameConfig.txt exists, run the Source SDK once.}}
===Before===
}
"SDKVersion" "2"
===Add===
"The Ship"
{
"GameDir" "c:\program files\steam\steamapps\<username>\the ship\ship"
"hammer"
{
"GameData0" "c:\program files\steam\steamapps\<username>\sourcesdk\bin\The_Ship.fgd"
"TextureFormat" "5"
"MapFormat" "4"
"DefaultTextureScale" "0.250000"
"DefaultLightmapScale" "16"
"GameExe" "C:\Program Files\Steam\SteamApps\<username>\the ship\ship.exe"
"DefaultSolidEntity" "func_detail"
"DefaultPointEntity" "info_player_deathmatch"
"BSP" "C:\Program Files\Steam\SteamApps\<username>\sourcesdk\bin\cstbsp-ts.exe"
"Vis" "C:\Program Files\Steam\SteamApps\<username>\sourcesdk\bin\cstvis-ts.exe"
"Light" "C:\Program Files\Steam\SteamApps\<username>\sourcesdk\bin\cstrad-ts.exe"
"GameExeDir" "C:\program files\steam\steamapps\<username>\the ship"
"MapDir"
"c:\program files\steam\steamapps\<username>\the ship\sourcesdk_content\ship\mapsrc"
"BSPDir" "C:\Program Files\Steam\SteamApps\<username>\the ship\ship\maps"
"CordonTexture" "tools\toolsskybox"
"MaterialExcludeCount" "0"
}
}


==Usage==
== Download ==
{{warning|You must run "..\Steam\SteamApps\<username>\the ship\ship\launchsdk.bat" to launch the SDK once after each time of launching The Ship. You may run the batch file with a shortcut if you are so inclined.}}
The official The Ship development tools are not available via Steam, instead start off by downloading them from [http://www.moddb.com/downloads/the-ship-sdk ModDB] and extract the content using something like [http://www.7-zip.org/ 7-Zip] to somewhere on your computer like your desktop.
{{note|It is recommended that you first decompile a few maps in "..\Steam\SteamApps\the ship common.gcf" so you get a sense of how to construct the map's gameplay & functionality. See [[GCFScape]] for [[BSP]] extraction.}}
 
==See Also==
If you plan on using the deckplan script generator, you should also make sure you have the [http://www.microsoft.com/en-us/download/details.aspx?id=17851 Microsoft .NET Framework Version 4.0].
* [[The Ship Single Player: Starting your Mod]]
 
* Get technical support by going [http://forum.theshiponline.com/showthread.php?t=2699 here] or by sending a message to {{e|tsdodo@gmail.com}}.
== Installation ==
[[Category:Third Party Tools]]
Before the installation process can begin, make sure you have run the Source SDK and hammer at least once. Then copy all the folders inside of the newly extracted folder  (SourceSDK,sourcesdk_content,The Ship) to the directory where your steam library is located (example ''C:\Program Files\Steam\steamapps\common\''), althrough you may skip ''SourceScheme.res'' if you are prompted to replace it.
 
Next you will have to tell Hammer where to look for these files you have just pasted. To do this, open the ''GameConfig.txt'' file located in the ''\bin\source2009\bin\'' folder inside of the Source SDK directory and add the following entry to the ''"Games"'' block. You also have to correct all instances of the ''$SteamUserDir'' strings, to the directory where your steam library is located on your computer:
 
<pre>
"The Ship"
{
"GameDir"         "$SteamUserDir\The Ship\ship"
"hammer"
{
"GameData0" "$SteamUserDir\SourceSDK\bin\source2009\bin\ship.fgd"
"TextureFormat" "5"
"MapFormat" "4"
"DefaultTextureScale" "0.250000"
"DefaultLightmapScale" "16"
"GameExe" "$SteamUserDir\The Ship\ship.exe"
"DefaultSolidEntity" "func_detail"
"DefaultPointEntity" "info_player_deathmatch"
"BSP"         "$SteamUserDir\SourceSDK\bin\ship\bin\vbsp.exe"
"Vis"         "$SteamUserDir\SourceSDK\bin\ship\bin\vvis.exe"
"Light"         "$SteamUserDir\SourceSDK\bin\ship\bin\vrad.exe"
"GameExeDir" "$SteamUserDir\The Ship"
"MapDir" "$SteamUserDir\sourcesdk_content\ship\mapsrc"
"BSPDir" "$SteamUserDir\The Ship\ship\maps"
"CordonTexture" "tools\toolsskybox"
"MaterialExcludeCount" "0"
}
}
</pre>
 
== Accessing The Ship SDK ==
To use to the map development tools, simply launch the Source SDK from your Steam library like any other game, then select "Source Engine 2009" for Engine Version and "The Ship" for Current Game. From here you should be able to create new maps by using the [[Hammer Editor]] and using the [[Prefab | prefabs]] that are a part of the sdk installation to easier make your first level.
 
It is furthermore recommended that you decompile the official maps located in ''\The Ship\vpks\depot_2402_dir.vpk'' to get a sense of how to construct the map's gameplay and functionality. [[GCFScape]] is a handy tool for extracting the [[BSP]] map files which are found within the folder ''ship/maps'' in the [[VPK]] package. If you want to create deck plans, please see [[The Ship: Creating a Deckplan | How to create a Deckplan]] for the steps to putting together a deckplan for your maps.
 
== Package includes ==
The package includes:
* The Ship [[FGD]] file.
* 28 premade frabrications for Hammer.
* Suite of Hammer map command line compiling utilities.
* The deckplan script generator, used to create deck plans.
* Resources required to get the tools running with Source SDK.
 
== Where do I go from here? ==
* The [[The Ship Level Creation]] is a good place to go if you are familiar with Source mapping already. If not, you will need to master the basics of Source level design first ([[:Category:Level Design|Level Design]]).
* If you want to learn about how to create content for the Source Engine in general, the main page of the [[SDK Docs | Source SDK documentation]] is a good place to start.
 
== Bugs and issues ==
* If you have a bug specific to the The Ship SDK or game and perhaps know a fix, please add it as an entry to [[The Ship Bugs]].
* See the [[:Category:Source SDK FAQ | Source SDK FAQ]] for answers to general SDK questions.  
* For level design and Hammer editor issues, see the [[:Category:Level Design FAQ | Level Design FAQ]].
 
[[Category:Level Design]][[Category:The Ship]]

Latest revision as of 06:41, 17 August 2023

The Ship Level Creation

The Ship SDK, an extension of the Source SDK, includes custom map compilation tools, a modified version of VMEX, The Ship's FGD, and a custom tool called Deckplanner used to create decks for your maps. The tools is created to be used by the Source SDK Developer Tools rather than being a stand alone development kit, as such make sure that you have it installed beforehand.

Download

The official The Ship development tools are not available via Steam, instead start off by downloading them from ModDB and extract the content using something like 7-Zip to somewhere on your computer like your desktop.

If you plan on using the deckplan script generator, you should also make sure you have the Microsoft .NET Framework Version 4.0.

Installation

Before the installation process can begin, make sure you have run the Source SDK and hammer at least once. Then copy all the folders inside of the newly extracted folder (SourceSDK,sourcesdk_content,The Ship) to the directory where your steam library is located (example C:\Program Files\Steam\steamapps\common\), althrough you may skip SourceScheme.res if you are prompted to replace it.

Next you will have to tell Hammer where to look for these files you have just pasted. To do this, open the GameConfig.txt file located in the \bin\source2009\bin\ folder inside of the Source SDK directory and add the following entry to the "Games" block. You also have to correct all instances of the $SteamUserDir strings, to the directory where your steam library is located on your computer:

"The Ship"
{
	"GameDir"		        "$SteamUserDir\The Ship\ship"
	"hammer"
	{
		"GameData0"		"$SteamUserDir\SourceSDK\bin\source2009\bin\ship.fgd"
		"TextureFormat"		"5"
		"MapFormat"		"4"
		"DefaultTextureScale"	"0.250000"
		"DefaultLightmapScale"	"16"
		"GameExe"		"$SteamUserDir\The Ship\ship.exe"
		"DefaultSolidEntity"	"func_detail"
		"DefaultPointEntity"	"info_player_deathmatch"
		"BSP"		        "$SteamUserDir\SourceSDK\bin\ship\bin\vbsp.exe"
		"Vis"		        "$SteamUserDir\SourceSDK\bin\ship\bin\vvis.exe"
		"Light"		        "$SteamUserDir\SourceSDK\bin\ship\bin\vrad.exe"
		"GameExeDir"		"$SteamUserDir\The Ship"
		"MapDir"		"$SteamUserDir\sourcesdk_content\ship\mapsrc"
		"BSPDir"		"$SteamUserDir\The Ship\ship\maps"
		"CordonTexture"		"tools\toolsskybox"
		"MaterialExcludeCount"	"0"
	}
}

Accessing The Ship SDK

To use to the map development tools, simply launch the Source SDK from your Steam library like any other game, then select "Source Engine 2009" for Engine Version and "The Ship" for Current Game. From here you should be able to create new maps by using the Hammer Editor and using the prefabs that are a part of the sdk installation to easier make your first level.

It is furthermore recommended that you decompile the official maps located in \The Ship\vpks\depot_2402_dir.vpk to get a sense of how to construct the map's gameplay and functionality. GCFScape is a handy tool for extracting the BSP map files which are found within the folder ship/maps in the VPK package. If you want to create deck plans, please see How to create a Deckplan for the steps to putting together a deckplan for your maps.

Package includes

The package includes:

  • The Ship FGD file.
  • 28 premade frabrications for Hammer.
  • Suite of Hammer map command line compiling utilities.
  • The deckplan script generator, used to create deck plans.
  • Resources required to get the tools running with Source SDK.

Where do I go from here?

  • The The Ship Level Creation is a good place to go if you are familiar with Source mapping already. If not, you will need to master the basics of Source level design first (Level Design).
  • If you want to learn about how to create content for the Source Engine in general, the main page of the Source SDK documentation is a good place to start.

Bugs and issues

  • If you have a bug specific to the The Ship SDK or game and perhaps know a fix, please add it as an entry to The Ship Bugs.
  • See the Source SDK FAQ for answers to general SDK questions.
  • For level design and Hammer editor issues, see the Level Design FAQ.