Instance: Difference between revisions
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{{fix|For {{Game link|Source 2013}} mods, many of VBSP's issues can be fixed with code modifications. [https://github.com/DeathByNukes/source-sdk-2013 This fork by DeathByNukes] includes several overall manifest fixes. [https://github.com/mapbase-source/source-sdk-2013 Mapbase's repository] modifies these fixes to work in {{Game link|Half-Life 2}} mapping and also incorporates instancing fixes intended for manifests.|code}} | {{fix|For {{Game link|Source 2013}} mods, many of VBSP's issues can be fixed with code modifications. [https://github.com/DeathByNukes/source-sdk-2013 This fork by DeathByNukes] includes several overall manifest fixes. [https://github.com/mapbase-source/source-sdk-2013 Mapbase's repository] modifies these fixes to work in {{Game link|Half-Life 2}} mapping and also incorporates instancing fixes intended for manifests.|code}} | ||
== Precompiler == | == Precompiler == | ||
[http://steamcommunity.com/id/metapyziks Metapyziks] wrote a program that merges instances into the main VMF before each compile. This was originally created to enable instance support in older engine branches, but the <code>GameData</code> method has since rendered it mostly obsolete. However, it would theoretically be possible for someone to fork the program to add additional functionality, such as instance I/O support or the ability to toggle [[VisGroups]] with a fixup variable. | [http://steamcommunity.com/id/metapyziks Metapyziks] wrote a program that merges instances into the main VMF before each compile. This was originally created to enable instance support in older engine branches, but the <code>GameData</code> method has since rendered it mostly obsolete. However, it would theoretically be possible for someone to fork the program to add additional functionality, such as instance I/O support or the ability to toggle [[VisGroups]] with a fixup variable. | ||
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* [https://github.com/Metapyziks/VMFInstanceInserter/releases VMFII releases] | * [https://github.com/Metapyziks/VMFInstanceInserter/releases VMFII releases] | ||
== | == See also == | ||
* [[L4D2 Level Design/VMF Instances]] - A Valve tutorial on how to use instances in {{l4d2|2}}. | * [[L4D2 Level Design/VMF Instances]] - A Valve tutorial on how to use instances in {{l4d2|2}}. | ||
* [[Working with instances]] - A tutorial on how to use instances in {{Portal2|2}}. | * [[Working with instances]] - A tutorial on how to use instances in {{Portal2|2}}. | ||
== External | == External links == | ||
* [http://www.youtube.com/watch?v=YvSZ2NEX1Y0 Source SDK Tutorial - Manifest Tool (YouTube)] | * [http://www.youtube.com/watch?v=YvSZ2NEX1Y0 Source SDK Tutorial - Manifest Tool (YouTube)] | ||
* [http://tf2maps.net/threads/mapping-collaboration-or-using-manifest-and-version-control.24787/ Manifests and Version Control Tutorial (TF2Maps.net)] | * [http://tf2maps.net/threads/mapping-collaboration-or-using-manifest-and-version-control.24787/ Manifests and Version Control Tutorial (TF2Maps.net)] |
Revision as of 05:22, 5 January 2024
An instance is a map file (.vmf
) referenced inside another map through a func_instance, possibly aided by a func_instance_parms and/or func_instance_io_proxy.

GameData
key must be present in gameinfo.txt pointing to the game's FGD file. Only 



Instances are helpful in many ways:
- They provide a more dynamic alternative to prefabs, as any changes to the instanced map will be reflected in all instances of it.
- They provide an alternative to visgroups, as they can be used to divide a large, unwieldy map into several smaller, manageable ones (that can even be worked on by multiple authors simultaneously).
- They provide a simple way to edit portions of a map that needs to be at a non-orthogonal angle. (Build the map on-grid inside a separate map, and then instance it into another map through a
func_instance
rotated at the correct angle. - They provide a way for maps to work on multiple platforms, such as
Left 4 Dead and
Left 4 Dead 2 versions of the same map.
Instance I/O
With func_instance_io_proxy
In Left 4 Dead 2 and later, instances can send and receive inputs and outputs. To use this functionality, a func_instance_io_proxy entity named
proxy
must be present and properly configured in the instance. To send an input to an entity within the instance, the following output would be used:
To receive an output from an entity in the instance, this output would be used on the func_instance:

Without func_instance_io_proxy
Games before Left 4 Dead 2 do not have I/O proxies, so in those games (or if I/O proxies need to be avoided for another reason) instance I/O must be done manually. For inputs, the fixed up entity name can be referenced directly.
For outputs, a logic_auto can use AddOutput to add the outputs to an entity within the instance.

comp_kv_setter
entity should be used instead so the outputs are added at compile time instead of at runtime.
Manifests
Instances can be taken a step further with manifests. A manifest splits all of the contents of a map into special instances known as "sub-maps". Unlike regular instances, Hammer can seamlessly switch between sub-maps without having to open the VMFs separately. Sub-maps are treated as extensions of the map itself and cannot use name fixup or have any offset, although sub-maps are capable of being used in multiple manifests simultaneously.
Manifests can be helpful in many ways:
- They allow multiple people to work on a map at the same time.
- They help protect a map against corruption, as problems with a VMF are limited to a single sub-map.
- They can be used to assign user-friendly names to different areas of a map.
- They can make a map's source files easier to track in version control software like Git.
A manifest can be created in the "Instancing" menu.




Precompiler
Metapyziks wrote a program that merges instances into the main VMF before each compile. This was originally created to enable instance support in older engine branches, but the GameData
method has since rendered it mostly obsolete. However, it would theoretically be possible for someone to fork the program to add additional functionality, such as instance I/O support or the ability to toggle VisGroups with a fixup variable.
See also
- L4D2 Level Design/VMF Instances - A Valve tutorial on how to use instances in
Left 4 Dead 2.
- Working with instances - A tutorial on how to use instances in
Portal 2.