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[[Category:Programming]]
{{LanguageBar|title = Mod wizard complete}}
You have successfully completed the '''Mod Wizard'''.


'''Note:''' this document refers to your mod install directory as <code><mod directory></code>. For example, if you entered <code>C:\Program Files\Valve\Steam\SteamApps\SourceMods\MyMod</code> in the Mod Wizard, and this document mentions <code><mod directory>\bin</code>, then the directory being referred to on your hard drive is <code>C:\Program Files\Valve\Steam\SteamApps\SourceMods\MyMod\bin</code>. This document also refers to your mod name (which you entered in the mod wizard) as <code><mod name></code>.


The Mod Wizard has created these subdirectories under your mod install path.
[[File:Heavy welcome.jpg|right|220px|Take that, Vault Boy!]]


{| 
''You have successfully completed the mod wizard!'' The folder you chose to install to now has several sub-folders beneath it:
! width="150" align="left" | Directory
! align="left" | Purpose
|-
| bin
| This directory contains batch files that you can use to run tools to edit your mod. It also is the place where tool executables will be built.
|-
| <mod name>
| This directory contains all the content for your game, including maps, models, sounds, materials, weapon scripts, VGUI interface scripts.
|-
| src
|  This directory contains all the source code to your mod. The best place to start in here is to open <code>game_sdk.sln</code> inside Microsoft Visual Studio .NET (see below for info on how to compile).
|-
| src\utils
| The utils directory under src contains source for all the utilities used to build and compile content for a mod. If you open <code>src\everything_sdk.sln</code> in Microsoft Visual Studio .NET, you can compile all the tools and game source code from one place.
|}


== Where To Start ==
;{{Path|mapsrc\}}
:For your uncompiled [[Your First Map|map]]s ([[VMF]] files)
;{{Path|materialsrc\}}
:For your uncompiled [[texture]]s (Probably [[TGA]] files)
;{{Path|modelsrc\}}
:For your uncompiled [[model]]s ([[Studiomdl Data|SMD]] and [[QC]] files)
;{{Path|src\}}
:All of the SDK's C++ source code. (The project files inside are configured specifically for the game you selected in the mod wizard, however.)


Here are some ways to start making additions to your mod.
'''''Additionally''''', a folder with your mod's name has been created under {{Path|C:\Program Files\Steam\steamapps\sourcemods\}}. This is where files compiled from the folders above need to go, and what you will eventually release.


=== Make your first Half-Life 2 change ===
(Ignore the .bat files, they are broken, unless you know what you are doing to fix them.)


'''Note:''' this step only applies if you chose the "Modify Half-Life 2" button in the mod wizard.
== What now? ==


To make your first Half-Life 2 change, walk through the steps in the [[My First Mod]].
[[File:Barnacle.jpg|right|150px|A barnacle, from Half-Life 2.]]


=== Add Content to Your Mod ===
There are many areas in modding. For a complete overview, visit the main [[SDK Docs]] page. Here are some highlights for beginners:


If you're modifying Half-Life 2, your content should go under <code><mod directory>\hl2</code>. If you're building your mod from scratch, then your content should go under <code><mod directory>\<mod name></code>.
;[[:Category:Modding|General advice]]
:[[Making a MOD|From Valve]]
:[[Successful Mod Team Tips|From other modders]]
;[[:Category:Programming|Programming]]
:[[Compiler Choices|Choosing a compiler]]
:[[My First Mod]] (if you chose the [[Half-Life 2]] SP or MP/DM source code)
:[[Your First Entity]]
:[[Using Source Control with the Source SDK|Setting up source control]]
;[[:Category:Level Design|Mapping]]
:[[Your First Map]]
:[[:Category:Hammer|Hammer documentation]]
;[[:Category:Modeling|Modeling & Animation]]
:[[XSI Mod Tool]]
:[[Exporting a model]]
:[[Model Creation Overview]]
;[[:Category:Material System|Art]] & [[:Category:Sound System|Sound]]
:[[Material Creation]]
:[[Soundscripts]]
;[[:Category:Choreography|Choreography]]
:[[Choreography creation]]


* To add maps to your mod, see [[:Category:Level Design]].
== Getting help ==
* To add models to your mod, see [[:Category:Modeling]].
* To add materials to your mod, see [[:Category:Material System]].


== See Also ==
Help is available from:


[[:Category:Programming]]
*The [[:Category:Source SDK FAQ|Source SDK FAQ]]
*The [https://steamcommunity.com/app/211/discussions Source SDK Discussion on Steam]
*The hlcoders [http://list.valvesoftware.com/mailman/listinfo/hlcoders mailing list] and [irc://irc.gamesurge.net/hlcoders IRC channel] (for programmers)
*The [http://www.noesisinteractive.com Noesis Interactive 'Mod Your World' tutorial series] (various aspects of Source modding)
*The discussion page for each article - [[Talk:Mod wizard complete|like this one's]]
*If you still can't find what you need here, give the [[Modding Sites]] section a look.


[[Installing and Debugging the Source Code]]
Good luck!
 
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[[File:Source-logo.png|300px|center|Source]]
[[Category:Modding]]
[[Category:entry pages]]

Latest revision as of 05:09, 27 August 2024

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Take that, Vault Boy!

You have successfully completed the mod wizard! The folder you chose to install to now has several sub-folders beneath it:

🖿mapsrc\
For your uncompiled maps (VMF files)
🖿materialsrc\
For your uncompiled textures (Probably TGA files)
🖿modelsrc\
For your uncompiled models (SMD and QC files)
🖿src\
All of the SDK's C++ source code. (The project files inside are configured specifically for the game you selected in the mod wizard, however.)

Additionally, a folder with your mod's name has been created under 🖿C:\Program Files\Steam\steamapps\sourcemods\. This is where files compiled from the folders above need to go, and what you will eventually release.

(Ignore the .bat files, they are broken, unless you know what you are doing to fix them.)

What now?

A barnacle, from Half-Life 2.

There are many areas in modding. For a complete overview, visit the main SDK Docs page. Here are some highlights for beginners:

General advice
From Valve
From other modders
Programming
Choosing a compiler
My First Mod (if you chose the Half-Life 2 SP or MP/DM source code)
Your First Entity
Setting up source control
Mapping
Your First Map
Hammer documentation
Modeling & Animation
XSI Mod Tool
Exporting a model
Model Creation Overview
Art & Sound
Material Creation
Soundscripts
Choreography
Choreography creation

Getting help

Help is available from:

Good luck!

Source