Making Your Portal Mod: Difference between revisions
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This article will discuss how to create a Portal content mod, from scratch. Part | |||
of the reason for creating the mod from scratch is that Valve does not provide a | |||
specific SDK or mod template for Portal. Another reason is that creating the mod | |||
from scratch is not difficult and is of general interest to Source SDK | |||
developers that would like to learn more about how everything works. So, let's | |||
get started. | |||
{{note| Portal modification is different from some of the other Source based games in that source code to build the <code>client.dll</code> and <code>server.dll</code> files is not provided by Valve. However, a modder can still modify anything that isn't built directly into the game, which includes scenes, scripts, sounds, textures, and models, to name a few.}} | |||
< | == Prerequisites == | ||
To follow along with this article, you will need a copy of Portal and the Source | |||
SDK, installed on Steam. | |||
The article uses a command shell to describe simple file manipulations. The | |||
commands used are: | |||
{| class=standard-table | |||
! Command || Description | |||
|- | |||
| <code>cd</code> || Change directory | |||
|- | |||
| <code>mkdir</code> || Create a directory | |||
|- | |||
| <code>new-item</code> || Create an empty file (roughly) | |||
|} | |||
== Creating the Mod == | |||
Creating the mod consists of creating a game folder and filling it with | |||
configuration files and mod-related content. Let's assume we are creating a mod | |||
named "My Portal Mod". Further, let <code>[Steam Root]</code> be Steam's | |||
installed path on your machine. (e.g. <code>C:\Program Files (x86)\Steam</code>) | |||
=== Create the Game Folder === | |||
Navigate to your <code>SourceMods</code> directory and create a folder named | |||
"MyPortalMod". | |||
$> cd "[Steam Root]\steamapps\SourceMods" | |||
$> mkdir MyPortalMod | |||
In this new directory, create a file called <code>GameInfo.txt</code>. | |||
$> new-item GameInfo.txt -type file | |||
Edit the contents of <code>GameInfo.txt</code> so that they look similar to the | |||
following snippet. For details about the structure of this file, see | |||
[[Gameinfo.txt]]. | |||
<source> | |||
"GameInfo" | |||
{ | { | ||
game "My Portal Mod" | |||
title "My Portal Mod" | |||
type singleplayer_only | |||
icon "myportalmod" // Assumes myportalmod.tga is in the same directory as GameInfo.txt | |||
nodifficulty 1 | |||
hasportals 1 | |||
FileSystem | |||
{ | |||
SteamAppId 400 | |||
ToolsAppId 211 | |||
SearchPaths | |||
{ | |||
Game |gameinfo_path|. | |||
Game portal | |||
Game hl2 | |||
} | |||
} | |||
} | |||
</source> | |||
Restarting Steam at this point will create an entry in the game Library for the | |||
mod. Deleting the game folder we created or removing the | |||
<code>GameInfo.txt</code> file will remove the entry. | |||
=== Configure the Mod === | |||
==== Initial Setup ==== | |||
* <code> | Let's add some standard folders to the game directory that will hold our mod's | ||
configuration files and content. Add the following folders to your game | |||
directory: | |||
* <code>cfg</code> | |||
* <code>resource</code> | |||
* <code>maps</code>. | |||
* <code> | While we're at it, let's add the following optional folders, for custom content | ||
like models and sounds: | |||
* <code>materials</code> | |||
* <code>models</code> | |||
* <code>scenes</code> | |||
* <code>scripts</code> | |||
* <code>sound</code> | |||
$> cd "[Steam Root]\steamapps\SourceMods\MyPortalMod" | |||
$> mkdir cfg | |||
$> mkdir resource | |||
$> mkdir maps | |||
$> mkdir materials | |||
$> mkdir models | |||
$> mkdir scenes | |||
$> mkdir scripts | |||
$> mkdir sound | |||
==== Create a Map List ==== | |||
In your game directory, create a file called <code>maplist.txt</code>. In it, we | |||
will list all of the mod's map names (excluding the <code>.bsp</code> | |||
extension). This file allows the game to pre-cache the first .125 milliseconds | |||
of sound for a map, which is enough time to load the remainder. {{confirm}} | |||
$> cd "[Steam Root]\steamapps\SourceMods\MyPortalMod" | |||
$> new-item maplist.txt -type file | |||
< | The following is a sample <code>maplist.txt</code> for a mod with two maps, | ||
named <code>myportalmod_map_00.bsp</code> and | |||
<code>myportalmod_map_01.bsp</code>. | |||
<source> | |||
<code> | myportalmod_map_00 | ||
MyPortalMod is the | myportalmod_map_01 | ||
</source> | |||
< | |||
} | ==== Create Chapter Configuration Files ==== | ||
Change to your mod's <code>cfg</code> directory. Create configuration files for | |||
each chapter of your mod, starting with <code>chapter1.cfg</code> and continuing | |||
on to <code>chapter2.cfg</code>, etc. For example: | |||
$> cd "[Steam Root]\steamapps\SourceMods\MyPortalMod\cfg" | |||
$> new-item chapter1.cfg -type file | |||
$> new-item chapter2.cfg -type file | |||
In these files, you will issue whatever commands you want to be executed by the | |||
developer console when the chapter is first loaded. Typically, a command to load | |||
the chapter's corresponding map is used. | |||
The following is a <code>chapter1.cfg</code> example: | |||
<source> | |||
echo "==== /cfg/chapter1.cfg: Execution Started" | |||
map myportalmod_map_00 | |||
echo "==== /cfg/chapter1.cfg: Execution Ended" | |||
</source> | |||
==== Create a Localization File ==== | |||
Create a localization file, called <code>MyPortalMod_english.txt</code>, in your | |||
game directory's <code>resource</code> folder. | |||
$> cd "[Steam Root]\steamapps\SourceMods\MyPortalMod\resource" | |||
$> new-item MyPortalMod_english.txt -type file | |||
Modify the contents of <code>MyPortalMod_english.txt</code> so that it is | |||
similar to the following: | |||
<source> | |||
"lang" | |||
{ | |||
"Language" "english" | |||
"Tokens" | |||
{ | |||
"MyPortalMod_chapter1" "The First Chapter" | |||
"MyPortalMod_chapter2" "The Second Chapter" | |||
} | |||
} | } | ||
</ | </source> | ||
In this case, <code>MyPortalMod</code> is used because it is the name of the | |||
mod's game directory. "The First Chapter" is an english title for the mod's | |||
first chapter. Add any additional chapters for your mod by following the | |||
pattern in "Tokens". | |||
==See Also== | {{warning| <u>'''This file must be saved in a Unicode format.'''</u>}} | ||
{{confirm| Which unicode formats are acceptable? The author used UTF-8.}} | |||
== Setting Up Hammer == | |||
{{note| If you have not yet created a mod from the 'Source SDK' tool (creating a 'Source code only' mod doesn't count), then you will need to first create one. Otherwise, you will not be allowed to add a game configuration file for MyPortalMod. This configuration file is required to save Hammer settings specific for the MyPortalMod mod. See [[Create a Mod]] for details on this process. Do not create a 'Source code only' mod.}} | |||
Launch the 'Source SDK' from your Steam Library 'Tools' section. Make sure that | |||
the 'Engine Version' pull-down has "Source Engine 2009" selected. Select 'Edit | |||
Game Configurations'. From the pop-up menu, select 'Add'. A second pop-up will | |||
appear, asking for a name and a directory. Enter the name that you want your | |||
mod to be listed as (with respect to the 'Source SDK' tool) and enter the path to | |||
your game directory (<code>[Steam Root]\steamapps\SourceMods\MyPortalMod</code>). | |||
Then select 'OK' for the second and first pop-ups. Assume we named our game | |||
configuration "My Portal Mod". | |||
{{Image: Making_your_portal_mod_00.png}} | |||
Restart the 'Source SDK' tool. Set 'Engine Version' and 'Current Game' to | |||
'Source Engine 2009' and 'My Portal Mod', respectively. Now, select 'Hammer | |||
Editor'. In the editor, select <code>Tools > Options</code>. A 'Configure | |||
Hammer' pop-up should appear. Select the 'Game Configurations' tab and then hit | |||
the 'Add' button for 'Game Data Files'. Select the file <code>portal.fgd</code> | |||
and accept the changes. These configurations will be saved and restored the next | |||
time you open Hammer from the 'Source SDK' tool with your mod name selected. | |||
== See Also == | |||
* [[Portal mod template]] | * [[Portal mod template]] | ||
<!-- This comment is 80 characters wide. --------------------------------------> |
Revision as of 23:01, 30 August 2012
This article will discuss how to create a Portal content mod, from scratch. Part of the reason for creating the mod from scratch is that Valve does not provide a specific SDK or mod template for Portal. Another reason is that creating the mod from scratch is not difficult and is of general interest to Source SDK developers that would like to learn more about how everything works. So, let's get started.

client.dll
and server.dll
files is not provided by Valve. However, a modder can still modify anything that isn't built directly into the game, which includes scenes, scripts, sounds, textures, and models, to name a few.
Prerequisites
To follow along with this article, you will need a copy of Portal and the Source SDK, installed on Steam.
The article uses a command shell to describe simple file manipulations. The commands used are:
Command | Description |
---|---|
cd |
Change directory |
mkdir |
Create a directory |
new-item |
Create an empty file (roughly) |
Creating the Mod
Creating the mod consists of creating a game folder and filling it with
configuration files and mod-related content. Let's assume we are creating a mod
named "My Portal Mod". Further, let [Steam Root]
be Steam's
installed path on your machine. (e.g. C:\Program Files (x86)\Steam
)
Create the Game Folder
Navigate to your SourceMods
directory and create a folder named
"MyPortalMod".
$> cd "[Steam Root]\steamapps\SourceMods" $> mkdir MyPortalMod
In this new directory, create a file called GameInfo.txt
.
$> new-item GameInfo.txt -type file
Edit the contents of GameInfo.txt
so that they look similar to the
following snippet. For details about the structure of this file, see
Gameinfo.txt.
"GameInfo"
{
game "My Portal Mod"
title "My Portal Mod"
type singleplayer_only
icon "myportalmod" // Assumes myportalmod.tga is in the same directory as GameInfo.txt
nodifficulty 1
hasportals 1
FileSystem
{
SteamAppId 400
ToolsAppId 211
SearchPaths
{
Game |gameinfo_path|.
Game portal
Game hl2
}
}
}
Restarting Steam at this point will create an entry in the game Library for the
mod. Deleting the game folder we created or removing the
GameInfo.txt
file will remove the entry.
Configure the Mod
Initial Setup
Let's add some standard folders to the game directory that will hold our mod's configuration files and content. Add the following folders to your game directory:
cfg
resource
maps
.
While we're at it, let's add the following optional folders, for custom content like models and sounds:
materials
models
scenes
scripts
sound
$> cd "[Steam Root]\steamapps\SourceMods\MyPortalMod" $> mkdir cfg $> mkdir resource $> mkdir maps $> mkdir materials $> mkdir models $> mkdir scenes $> mkdir scripts $> mkdir sound
Create a Map List
In your game directory, create a file called maplist.txt
. In it, we
will list all of the mod's map names (excluding the .bsp
extension). This file allows the game to pre-cache the first .125 milliseconds
of sound for a map, which is enough time to load the remainder. [confirm]
$> cd "[Steam Root]\steamapps\SourceMods\MyPortalMod" $> new-item maplist.txt -type file
The following is a sample maplist.txt
for a mod with two maps,
named myportalmod_map_00.bsp
and
myportalmod_map_01.bsp
.
myportalmod_map_00
myportalmod_map_01
Create Chapter Configuration Files
Change to your mod's cfg
directory. Create configuration files for
each chapter of your mod, starting with chapter1.cfg
and continuing
on to chapter2.cfg
, etc. For example:
$> cd "[Steam Root]\steamapps\SourceMods\MyPortalMod\cfg" $> new-item chapter1.cfg -type file $> new-item chapter2.cfg -type file
In these files, you will issue whatever commands you want to be executed by the developer console when the chapter is first loaded. Typically, a command to load the chapter's corresponding map is used.
The following is a chapter1.cfg
example:
echo "==== /cfg/chapter1.cfg: Execution Started"
map myportalmod_map_00
echo "==== /cfg/chapter1.cfg: Execution Ended"
Create a Localization File
Create a localization file, called MyPortalMod_english.txt
, in your
game directory's resource
folder.
$> cd "[Steam Root]\steamapps\SourceMods\MyPortalMod\resource" $> new-item MyPortalMod_english.txt -type file
Modify the contents of MyPortalMod_english.txt
so that it is
similar to the following:
"lang"
{
"Language" "english"
"Tokens"
{
"MyPortalMod_chapter1" "The First Chapter"
"MyPortalMod_chapter2" "The Second Chapter"
}
}
In this case, MyPortalMod
is used because it is the name of the
mod's game directory. "The First Chapter" is an english title for the mod's
first chapter. Add any additional chapters for your mod by following the
pattern in "Tokens".


Setting Up Hammer

Launch the 'Source SDK' from your Steam Library 'Tools' section. Make sure that
the 'Engine Version' pull-down has "Source Engine 2009" selected. Select 'Edit
Game Configurations'. From the pop-up menu, select 'Add'. A second pop-up will
appear, asking for a name and a directory. Enter the name that you want your
mod to be listed as (with respect to the 'Source SDK' tool) and enter the path to
your game directory ([Steam Root]\steamapps\SourceMods\MyPortalMod
).
Then select 'OK' for the second and first pop-ups. Assume we named our game
configuration "My Portal Mod".
A screenshot showing configuration settings.
Restart the 'Source SDK' tool. Set 'Engine Version' and 'Current Game' to
'Source Engine 2009' and 'My Portal Mod', respectively. Now, select 'Hammer
Editor'. In the editor, select Tools > Options
. A 'Configure
Hammer' pop-up should appear. Select the 'Game Configurations' tab and then hit
the 'Add' button for 'Game Data Files'. Select the file portal.fgd
and accept the changes. These configurations will be saved and restored the next
time you open Hammer from the 'Source SDK' tool with your mod name selected.
See Also