Mod wizard complete: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
(redone)
Line 1: Line 1:
[[Category:Programming]]
[[Image:Heavy welcome.jpg|right|200px|He is very, very happy!]]
You have successfully completed the '''Mod Wizard'''.


{{note|This document refers to your mod install directory as <code><mod directory></code>.<br />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>.}}
You have successfully completed the mod wizard! The folder you chose to install to now has several sub-folders beneath it:


The Mod Wizard has created these subdirectories under your mod install path.
;mapsrc\
:For your uncompiled [[VMF]] map files.
;materialsrc\
:For your uncompiled [[material]]s.
;modelsrc\
:For your uncompiled [[model]]s.
;src\
:All of the C++ game source code for [[Half-Life 2: Episode One]] or [[Half-Life 2: Deathmatch]], or just the "scratch" code, depending on which option you chose in the mod wizard.
;src\utils\
:All of the source code for most of the Source SDK's content creation tools.


{| 
Additionally, a folder with your mod's name has been created in <code><Steam install path>\steamapps\sourcemods\</code>. This is where data compiled from the folders above will be loaded from, and the only folder people playing your mod will need.
! 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 ==
== What now? ==


Here are some ways to start making additions to your mod.
[[Image:Barnacle.jpg|right|150px|A barnacle, from Half-Life 2.]]


=== Make your first Half-Life 2 change ===
There are many areas in modding. For a complete overview, visit the main [[SDK Docs]] page. Here are some highlights for beginners:


{{note|This step only applies if you chose the "Modify Half-Life 2" button in the mod wizard.}}
;[[: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 Episode One or Deathmatch source code)
:[[My First Entity]]
;[[:Category:Level Design|Mapping]]
:[[Your First Map]]
:[[:Category:Hammer]]
;[[:Category:Modeling|Modeling & Animation]]
:[[Model Creation Overview]]
:[[XSI Mod Tool]]
:[[Compiling Models]]
;[[:Category:Material System|Art]] & [[:Category:Sound System|Sound]]
:[[Material Creation]]
:[[Soundscripts]]
;[[:Category:Choreography|Choreography]]
:[[Choreography creation]]


To make your first Half-Life 2 change, walk through the steps in the [[My First Mod]].
== Get help ==


=== Add Content to Your Mod ===
Help is available from:


* To add maps to your mod, see [[:Category:Level Design]].
*The [[:Category:Source SDK FAQ|Source SDK FAQ]]
* To add models to your mod, see [[:Category:Modeling]].
*The [http://forums.steampowered.com/forums/forumdisplay.php?f=191 Steam User Forums]
* To add materials to your mod, see [[:Category:Material System]].
*The [[Help Desk]]
*The [http://list.valvesoftware.com/mailman/listinfo/hlcoders hlcoders mailing list] (for programmers)
 
Good luck!


== See Also ==
* [[SDK_Docs|Source SDK Documentation Overview]]
* [[:Category:Programming]]
* [[Installing and Debugging the Source Code]]
* [[Books | Books about modding and mapping]]
__NOTOC__
__NOTOC__
__NOEDITSECTION__
[[Image:Source-logo-300px.png|center|Source]]

Revision as of 13:16, 24 February 2008

He is very, very happy!

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 VMF map files.
materialsrc\
For your uncompiled materials.
modelsrc\
For your uncompiled models.
src\
All of the C++ game source code for Half-Life 2: Episode One or Half-Life 2: Deathmatch, or just the "scratch" code, depending on which option you chose in the mod wizard.
src\utils\
All of the source code for most of the Source SDK's content creation tools.

Additionally, a folder with your mod's name has been created in <Steam install path>\steamapps\sourcemods\. This is where data compiled from the folders above will be loaded from, and the only folder people playing your mod will need.

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 Episode One or Deathmatch source code)
My First Entity
Mapping
Your First Map
Category:Hammer
Modeling & Animation
Model Creation Overview
XSI Mod Tool
Compiling Models
Art & Sound
Material Creation
Soundscripts
Choreography
Choreography creation

Get help

Help is available from:

Good luck!



Source