The Stanley Parable mod creation

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Base Information

If you want to start creating mods for The Stanley Parable, there are a few things you need to know:

Note.pngNote:You can check this weapon if you copy the models, textures, sounds and scripts of this weapon from The Beginner's Guide and paste them into The Stanley Parable, and write give weapon_smg2 in the console.

[Todo]

Requirements

You need to install The Stanley Parable The Stanley Parable, Portal 2 Portal 2 and Portal 2 Authoring Tools.

Ways to create a mod

Just map Game Configurations setup
Just map Build Programs setup

We have three ways to create a mod:

  1. We just want to create just one map without adding new content (textures, sounds, scripts and models) to the game folder.
  2. We want to create a sourcemod that will be added to the Steam library and will include all the features of the mod from the sourcemod folder.
  3. We want to create a mod, to install which all its content will need to be put into the folder with the original game.

Creating just a map for The Stanley Parable

  1. Go to the Portal 2 root and go to bin folder (default location is C:\Program Files (x86)\Steam\steamapps\common\Portal 2\bin) and copy base.fgd, portal.fgd and halflife2.fgd from there to the folder where stanley.fgd is located, that is, to The Stanley Parable root.
  2. Go to The Stanley Parable\thestanleyparable\maps and create mapsrc folder (Optional: you can also create a Prefabs folder in mapsrc for prefabs).

Setting up Hammer editor

  1. Open Portal 2 Authoring Tools and open Hammer Editor
  2. Go to tools->options and edit the Portal 2 configuration: change Game Directory from $SteamUserDir\Portal 2\portal2 to $SteamUserDir\Portal 2\portal2_dlc2 so that if Hammer World Editor finds a configuration with the original portal2 folder, then it will automatically select it.
  3. Create a new configuration and name it after your mod.
  4. Add stanley.fgd to the Game Data files field.
  5. Optional: Select Default PointEntity class as info_player_start and Default SolidEntity class as func_detail, set Cordon texture to tools\toolsskybox, set Prefab Directory to $SteamUserDir\The Stanley Parable\thestanleyparable\maps\mapsrc\Prefabs.
  6. Set Game Executable Directory to $SteamUserDir\The Stanley Parable, Game Directory to $SteamUserDir\The Stanley Parable\thestanleyparable and Hammer VMF directory to $SteamUserDir\The Stanley Parable\thestanleyparable\maps\mapsrc.
  1. Go to the Build Programs
  2. Set Game Executable to $SteamUserDir\The Stanley Parable\stanley.exe, BSP executable to $SteamUserDir\Portal 2\bin\vbsp.exe, VIS executable to $SteamUserDir\Portal 2\bin\vvis.exe, RAD executable to $SteamUserDir\Portal 2\bin\vrad.exe and Place compiled maps to $SteamUserDir\The Stanley Parable\thestanleyparable\maps.

Creating a sourcemod for The Stanley Parable

  1. Go to the Portal 2 root and go to bin folder (default location is C:\Program Files (x86)\Steam\steamapps\common\Portal 2\bin) and copy base.fgd, portal.fgd and halflife2.fgd from there to the folder where stanley.fgd is located, that is, to The Stanley Parable root.
  2. Create a folder in the sourcemods (default location is C:\Program Files (x86)\Steam\steamapps\sourcemods) folder and name it after your mod.
  3. In your newly created folder, create a gameinfo.txt file and put this in it (read more here: gameinfo.txt):
"GameInfo"
{
	game 		"TSP Mod"
	GameData	"stanley.fgd"

	FileSystem
	{
		SteamAppId				221910
		ToolsAppId				211

		SearchPaths
		{
			Game				|gameinfo_path|.
			Game				|All_Source_Engine_Paths|thestanleyparable
		}
	}
}
  1. In the same place create a folder called maps, and in it create a mapsrc folder (Optional: you can create a Prefabs folder for prefabs in the mapsrc folder).
  2. Go to the The Stanley Parable root. In order for Hammer Editor for Portal 2 to work correctly, you need to create a folder, named the same as your mod in The Stanley Parable root and place gameinfo.txt there with the following content:
"GameInfo"
{
	game 		"TSP Mod"
	title 	 	"TSP Mod"
	GameData	"stanley.fgd"

	FileSystem
	{
		SteamAppId				221910
		ToolsAppId				211
		
		SearchPaths
		{
			Game				|gameinfo_path|.
			Game				"YOUR\REAL\WAY\TO\SOURCEMODS\sourcemods\TSP Mod"
			Game				"YOUR\REAL\WAY\TO\THE STANLEY PARABLE\The Stanley Parable\thestanleyparable"
		}
	}
}
}
Note.pngNote:Replace YOUR\REAL\WAY\TO\SOURCEMODS\ and YOUR\REAL\WAY\TO\THE STANLEY PARABLE\ with your real path to sourcemods and The Stanley Parable folder.

Setting up Hammer editor

  1. Open Portal 2 Authoring Tools and open Hammer Editor
  2. Go to tools->options and edit the Portal 2 configuration: change Game Directory from $SteamUserDir\Portal 2\portal2 to $SteamUserDir\Portal 2\portal2_dlc2 so that if Hammer World Editor finds a configuration with the original portal2 folder, then it will automatically select it.
  3. Create a new configuration and name it after your mod.
  4. Add stanley.fgd to the Game Data files field.
  5. Optional: Select Default PointEntity class as info_player_start and Default SolidEntity class as func_detail, set Cordon texture to tools\toolsskybox, set Prefab Directory to SteamDir\steamapps\sourcemods\TSP Mod\maps\mapsrc\Prefabs.
  6. Set Game Executable Directory to $SteamUserDir\The Stanley Parable, Game Directory to $SteamUserDir\The Stanley Parable\TSP Mod and Hammer VMF directory to $SteamDir\steamapps\sourcemods\TSP Mod\maps\mapsrc.
  1. Go to the Build Programs
  2. Set Game Executable to $SteamUserDir\The Stanley Parable\stanley.exe, BSP executable to $SteamUserDir\Portal 2\bin\vbsp.exe, VIS executable to $SteamUserDir\Portal 2\bin\vvis.exe, RAD executable to $SteamUserDir\Portal 2\bin\vrad.exe and Place compiled maps to $SteamDir\steamapps\sourcemods\TSP Mod\maps.

Creating a mod that all content files will be in original game folder

You just need to complete all the steps that were shown in the "Creating just a map for The Stanley Parable" chapter, only all the new content will need to be put into the folders with the original game.

Note.pngNote:When packing a game for release, be careful and pack all the content you have in the mod, otherwise errors will occur.

External links

Compiler for IVF video format

See also

[Todo]