XBLAH's Modding Tool

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XBLAH's Modding Tool

XBLAH's Modding Tool is a tool written by XBLAH to improve Valve games modders productivity and quality of life.

When running the tool, it will automatically set your Source SDK 2013 SP branch to 'upcoming', if you haven't already. You may have to wait a few moments until it restarts Steam and finishes updating.

XBLAH's Modding Tool - Toolbar.png

To begin, select int the toolbar a base game and the mod you want to work on. It will automatically detect all compatible Goldsrc, Source and Source 2 based games you have installed through Steam. Additional libraries may be added manually.

File

New Mod

Creating a barebones Source engine mod usually requires more than just creating a gameinfo.txt. Mods based on Half-Life and Half-Life 2 games can be created with the XBLAH's Modding Tool using an intuitive interface, that creates all the required files and directories. Mapbase mods are also supported.

  • When creating Half-life 2 mods, it will replace the default font file so all letters are available, since the stock font file only contains the letters that make Half-Life.
  • When creating Mapbase mods, it will include Thexa's PBR Shaders by default.

This can be accessed within the tool through File > New.

See more in Create a Mod.

File explorer

To create a new mod, select a Base game. Then, select a Version (Optional). At last, insert the mod folder name. Keep in mind this is not the mod name or title, but rather an unique folder name, with lowercase letters and hyphens. Once everything is set up, click Create and you will have a fully working mod, ready to be expanded.

Open Game Folder

XBLAH's Modding Tool provides a shortcut to the selected base game folder, proving itself useful in case you need to modify any files manually.

This can be accessed within the tool through File > Open Game Folder.

Steam Libraries

The libraries used by the games and mods in the tool are automatically set if you have a legit Steam installation. Keep in mind the libraries set here are only used by the tool, and the games and mods will still use their gameinfo to mount their contents.

File explorer

The libraries can be checked and and new libraries can be added through File > Steam Libraries.

Add a library

You can add a library manually by clicking on the Add button button, and selecting a directory that contains a SteamApps folder. This is particularly useful when you don't have a proper Steam installation but you still want to create mods. To get the tool working, insert your games inside a SteamApps folder, and then select the parent directory if this SteamApps folder as the library.

Delete a library

You can delete a manual library by selecting the library and clicking the Remove button button.

Browse a library

You can open the library directory by clicking the Browse button button.

Modding

Run

You can run mods straight from XBLAH's Modding Tool, without having to restart Steam when you create or install a new mod. XBLAH's Modding Tool supports lots of different run modes. It contains basic presets for each game, and you can add new ones.

This can be accessed within the tool through Modding > Run or under Run in the toolbar.

XBLAH's Modding Tool - Modding - Run2.png

To run the mod, select a Preset and click OK. Optionally, you can set an Additional Command. Commands starting with - are shortcut parameters, and commands starting with + are console commands. This Additional Command will be appended to the Command of the preset, rather than replacing it.

Add a preset

You can create new presets by clicking the Add button button.

  • The Run Mode can either be Fullscreen, Windowed or VR (for compatible games).
  • The coverage will tell the tool which games and mods will support. It can be either Global, Current engine only, Current game only or Current mod only.
  • You can select an executable path. If none is selected, it will automatically select the game executable. This usually works for compatible games.
  • You can optionally set extra commands, so they are called once the game is ran.

Edit a preset

You can also check the preset configurations by clicking the Edit button button.

Remove a preset

You can remove a preset by clicking the Remove button button.

XBLAH's Modding Tool - Modding - Run - Expert Mode.png

If you messed up the presets and want a factory reset, you can click the Reset button.

Open Mod Folder

XBLAH's Modding Tool provides a shortcut to the selected mod folder, proving itself useful in case you need to modify any files manually.

This can be accessed within the tool through Modding > Open Mod Folder.

File Explorer

All the files mounted into the game info can be previewed with XBLAH's Modding Tool in the File Explorer. The File Explorer replaces the GCFScape as the ultimate file browsing tool, since it will mount all the VPKs and loose files according to the game info, to show the modder a compreensive list of files. This relieves the modder of having to browse vpks individually, and the integrated features of the tool usually dismisses the necessity of extracting the files from the vpks, since they can be accessed natively.

This can be accessed within the tool through Modding > File Explorer.

See more in Game Directory.

File explorer

The File Explorer contains context menus for each file, targeting them to their respective native editor, if available.

When you don't know where the file is, there is a search field in the top-right corner.

Clean mod

Before shipping the mod, the XBLAH's Modding Tool provides the modder with a list of unnecessary files, which can be removed with the push of a button.

This can be accessed within the tool through Modding > Clean.

See more in Pre-publication evaluation#Excess_files.

Clean Mod

By default it will select all files that should be deleted before publishing the mod. You can manually unselect the files you want to keep.

Game info

The mod information can be edited with XBLAH's Modding Tool through a comprehensive UI without requiring the modder to mess with text files. It includes all the major keys of Source SDK 2013 Single-player and Source SDK 2013 Multi-player, more than enough for the majority of Source modders.

This can be accessed within the tool through Modding > Game info.

See more in Gameinfo.txt.

Chapters

Chapters for single-player games can be created with XBLAH's Modding Tool through an UI. The modder can easily create new chapters, select the chapter images, chapter background images, the first map of the chapter, the background map, and the tool will do the dirty work of creating the required vtfs, vmts and scripts. It gives the option to automatically blur the background images, so the modder can just take a screenshot of the background map and the tool will apply the usual blur. This replaces the need of saving VTFs, creating chapter images with weird proportions, and so on.

This can be accessed within the tool through Modding > Chapters.

See more in Adding chapters to your mod and Menu Background Map.

Menu Chapters

Menu

Main menu items can be added, modified or removed with XBLAH's Modding Tool] based on a provided list of options.

This can be accessed within the tool through Modding > Menu.

See more in Manipulating the game menu items.

Content Mount

The mod mounted content can be edited with XBLAH's Modding Tool, pointing to directories and vpks in the desired order, without the risk of messing the game info.

XBLAH's Modding Tool - Modding - Content Mount.png

This can be accessed within the tool through Modding > Content Mount.

Assets

Copy to Custom Folder

You can select a few VMFs in XBLAH's Modding Tool and it will list you all the required assets, showing you to which pack or loose folder they belong, and giving you an option to copy what you want to a separate folder under /custom/. By default, it will select all the files not located inside VPKs, but you can extract the files from the VPKs on the go, if you want to, in case you are using assets from games not everyone own.

XBLAH's Modding Tool - Modding - Assets - Export.png

Currently, it detects the following files:

  • Compiled maps
  • Materials (and required files)
  • Models (and required files)
  • Sprites
  • Sounds (used by ambient_generic)
  • Particles
  • Skyboxes

This can be accessed within the tool through Modding > Assets > Copy to Custom Folder.

Pack Files

Instead of distributing loose files, you can select the files you want and pack them into a VPK. The selected files will be automatically deleted after they are packed into the VPK, cleaning up your mod folder. The VPK will be saved under /custom/.

XBLAH's Modding Tool - Modding - Assets - Pack.png

This can be accessed within the tool through Modding > Assets > Pack.

Unpack Files

You can quickly convert mounted VPKs into Unpacked Files, to help during the modding process. All the files in the VPK will be extracted to the mod folder, and you will have the option to delete the VPK.

This can be accessed within the tool through Modding > Assets > Unpack.

Pack Custom Folder

Instead of manually packing files into a VPK, you can select a folder under the Custom directory and it will convert all the Unpacked Files into a single VPK. You will have the option to delete the Unpacked Files.

This can be accessed within the tool through Modding > Assets > Pack Custom Folder.

Remove Duplicates

The tool will list all the files that have the same name, relative directory and content and are mounted at least twice, and will give you the option to delete the extra Unpacked Files with a single button click.

This can be accessed within the tool through Modding > Assets > Remove Duplicates.

Animations

Choreography Editor

The Source Choreography Editor will be automatically configured if ran through the XBLAH's Modding Tool, patching the missing icons.

This can be accessed within the tool through Animations > Choreography Editor.

Maps

Editor

The level editors will be automatically copied and configured if ran through the XBLAH's Modding Tool.

For Goldsrc games, it will run Jack with the correct configurations, ready for editing and compiling. For Source games, it will run Hammer++ (for compatible branches) or the stock Hammer 4, with Slartibarty's Compile Tools (for compatible branches). It will also run Hammer++ ready to be used with Mapbase, with no special configurations or shortcuts needed.

This can be accessed within the tool through Maps > Editor.

Decompile

Compiled maps for Goldsrc and Source can be decompiled through the XBLAH's Modding Tool. The tool will list all the mounted maps, both the loose files and the ones inside the VPKs. You will be able to decompile the maps without having to extract them beforehand. The decompiled maps will be saved under /mapsrc/ as a loose file.

XBLAH's Modding Tool - Maps - Decompile.png

This can be accessed within the tool through Maps > Decompile.

Prefabs folder

There is a handy shortcut to the Game's Prefabs Folder.

This can be accessed within the tool through Maps > Prefabs Folder.

Materials

Skybox Editor

LDR Skyboxes can be created straight from image files with the XBLAH's Modding Tool using an intuitive interface, that creates all the required vtfs and vmts. All you have to do is select each cubemap face, preview it, and save. It has a built in 3D previewer to check if the skybox is seamless, and supports the regular square skyboxes and the clamped ones.

This can be accessed within the tool through Materials > Skybox Editor.

See more in Skybox (2D).

Clean Mod

Particles

Generate Manifest

A manifest file is required for rendering particles in-game. The Particle Manifest file can be generated automatically with XBLAH's Modding Tool, based on all the particle files mounted in the mod.

This can be accessed within the tool through Particles > Generate Manifest.

Sounds

Generate Soundscape Manifest

A manifest file is required for playing soundscapes in-game. The Soundscape Manifest file can be generated automatically with XBLAH's Modding Tool, based on all the soundscape files mounted in the mod.

This can be accessed within the tool through Sounds > Generate Soundscape Manifest.

External links