Engine tools: Difference between revisions

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(Created page with 'thumb|The [[Particle Editor.]] thumb|The leaked [[Source Filmmaker.]] The '''engine tools''' are development tools that run within …')
 
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[[File:Filmmaker pyros.jpg|thumb|The leaked [[Source Filmmaker]].]]
[[File:Filmmaker pyros.jpg|thumb|The leaked [[Source Filmmaker]].]]


The '''engine tools''' are development tools that run within a Source engine instance. They are accessed by running any post-[[Orange Box]] game with the <code>-tools</code> parameter. They include the [[Particle Editor]], [[Material Editor]] and [[Commentary Editor]], and also unreleased tools like [[Foundry]] and the much-coveted [[Source Filmmaker]].
The '''engine tools''' are development tools that run within a Source engine process. They include the [[Particle Editor]], [[Material Editor]] and [[Commentary Editor]], and also unreleased tools like [[Foundry]] and the much-coveted [[Source Filmmaker]].


== Usage ==
== Usage ==


The engine tools system is currently locked down. The <code>enginetools.txt</code> file that usually defines which tools are active is not read, nor is the <code>sdkenginetools.txt</code> file seen in [[Source SDK Base 2007]]. It is also impossible to run in tools mode when launching hl2.exe directly, probably to ensure that the Steam "launching game" process, which overwrites any customised files in the engine folder, is not bypassed. Even if you do bypass it (by using a script which copies the custom files back over Valve's in between Steam finishing its launch and the engine reading them) the replacement file is rejected.
To launch a game or mod in tools mode, run a command like this:


This effort is apparently all to ensure we don't run any of the tools that were leaked from Valve in the initial [[Team Fortress 2]] beta from 2007. They can still be run by obtaining a less-than-legal copy of the beta, but of course that gives you a very old, outdated build of the game.
hl2.exe -tools -nop4 -game "path to gameinfo"
 
Failure to specify <code>-nop4</code> will lead to the engine exiting silently.
 
When the game has loaded you will be presented with the first tool that was loaded, probably the Actbusy one. To change to a different tool use the Tools item in the main menu.
 
=== Loading new tools ===
 
{{warning|You are likely to encounter instability if you try to mix engine branches.}}
 
In Alien Swarm and later you can manage tool availability with the <code>toolload</code> and <code>toolunload</code> console commands or by editing the engine's <code>bin/enginetools.txt</code> file. There is a GUI window for this too but it's currently broken.
 
In earlier engine builds the tools system is locked down, probably to ensure that we don't run any of the tools that were leaked in 2007 from Valve in the initial [[Team Fortress 2]] beta. They can still be run by obtaining a less-than-legal copy of the beta but of course that restricts you to a ''very'' old build of the game.


== Development ==
== Development ==


The SDK provides some header files at <code>public\toolframework\</code> with which new editor tools can theoretically be written. There is no sample source code however, and as explained above it's not currently thought possible to make the engine load your library even if it is properly formed!
The SDK provides some header files at <code>public\toolframework\</code> with which new editor tools can theoretically be written. There is no sample source code, however.


[[Category:Modding]]
[[Category:Modding]]

Revision as of 15:10, 25 July 2011

The leaked Source Filmmaker.

The engine tools are development tools that run within a Source engine process. They include the Particle Editor, Material Editor and Commentary Editor, and also unreleased tools like Foundry and the much-coveted Source Filmmaker.

Usage

To launch a game or mod in tools mode, run a command like this:

hl2.exe -tools -nop4 -game "path to gameinfo"

Failure to specify -nop4 will lead to the engine exiting silently.

When the game has loaded you will be presented with the first tool that was loaded, probably the Actbusy one. To change to a different tool use the Tools item in the main menu.

Loading new tools

Warning.pngWarning:You are likely to encounter instability if you try to mix engine branches.

In Alien Swarm and later you can manage tool availability with the toolload and toolunload console commands or by editing the engine's bin/enginetools.txt file. There is a GUI window for this too but it's currently broken.

In earlier engine builds the tools system is locked down, probably to ensure that we don't run any of the tools that were leaked in 2007 from Valve in the initial Team Fortress 2 beta. They can still be run by obtaining a less-than-legal copy of the beta but of course that restricts you to a very old build of the game.

Development

The SDK provides some header files at public\toolframework\ with which new editor tools can theoretically be written. There is no sample source code, however.