Create a Content-Only Mod
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Note: It is not possible to add new weapons (although you can reskin existing ones).
Tip:See Gameinfo.txt for more information.
Tip:Feel free to copy over
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This tutorial will explain how to create a simple, content-only Source mod. This means your mod can have custom maps, textures, models, and sounds, but you cannot change the source code. This method is acceptable for simple campaigns and mappacks that do not significantly change how the underlying game works.
If you want to make a mod that does change the source code, see Setting up Source SDK Base 2013 Singleplayer or Setting up Source SDK Base 2013 Multiplayer.
Basic Setup
Create the mod folder
- Create a folder under
c:/program files (x86)/steam/steamapps/sourcemods/(A mod can actually reside anywhere, but placing it here allows Steam to detect and launch it.) - Inside the folder, create a file named
gameinfo.txt. - Copy and paste the following into gameinfo.txt:
This will name the mod "My Mod", and it will load in assets from episode 2.
gameat the very top is the name of your mod as it will appear on steam.titleis the name that will appear on the main menu.- The
SearchPathssection describes the order in which the engine will look for assets. In this case, it will look in the custom folder first, then the mod folder, and then HL2 and Episode 2 as a fallback.
Launching the Mod
- Restart steam (close it completely by going to the top left 'Steam' button then clicking exit, then reopen steam). Your mod should appear inside your library.
- Launch your mod. You should get something like this:
Don't worry about the broken title font. We will fix it later.
Setting Up Hammer for your Mod
Video tutorial: How to Set Up Hammer for your Source Engine Mod
- Locate
hammer.exefor the game the mod is based on. In our case, HL2 Hammer is located inC:\Program Files (x86)\Steam\steamapps\common\Half-Life 2\bin. - Run hammer at least once and then close it. This will create a file in the bin folder called
GameConfig.txt. - Open
GameConfig.txt, copy the definition for "Half-Life 2: Episode Two" and paste it above what you just copied. - Change the name (inside the double-quotes), to the name of your mod.
- Change
GameDirto be the path to your mod folder (the one withgameinfo.txtinside). - Change
MapDirto be where you want to store your VMF files. - Change
BSPDirto be themapsfolder inside your mod directory. This is where compiled BSPs will go.
Warning:Make sure you create a folder called mapsinside your mod folder. Otherwise, your maps will not compile! - Save the file and exit.
- Open Hammer and select the config you created.
Further reading: Your First Map.
Fixing the Title
[Todo]
Where next?
- To add new chapters, see: Adding chapters to your mod.
- To add/replace textures, see: Creating a Material.
- To change the maps that appear on the menu, see: Menu Background Map. To have a static menu picture instead, see Disabling Background Maps.
- To change other miscellaneous settings, see: Non-code mod settings.
- To upload your mod to the Steam Workshop, see: Upload mods to Steam Workshop (Half-Life 2).
- For anything else, see: Source SDK Documentation.
.res, .txt, and .cfg files from the base game as you need. The engine will always override base game assets with your mod's assets, if they exist. If this is not happening, the file is in the wrong location, or your SearchPaths are misconfigured.