Beginner Half-Life 2 Modder

  • Thread starter Thread starter Moses08
  • Start date Start date
M

Moses08

Guest
Hey all,

I'm a huge Half-Life fan, and I love MODs. I have some questions about modding Half-Life 2:

1. How have MOD teams began development if the SDK hasn't been released yet?
2. What other things do you need to modify other than the SDK to create a MOD?
3. What's a good way I can get started on a MOD idea I have? I'm going to be a one-man team, basically just developing to learn more about coding, game development, etc. I'm not really into the artistic part, but more the coding and mapping. Is there anything I can do now to get started?
4. When is the SDK going to be released?

Thanks a lot!
 
hey, i'm new to modding too, but i have enough of an idea to be able to answer your questions, at least basically.

1. There's a lot more to mod making than coding. Mod teams can make music, sound effects, models, skins, textures, etc. all ahead of time.

2. Depends on how much customization you want to do. IF you want a completely original mod then you can make your own 3d models for objects, player models, weapons, etc. Then you'll have to make skins and textures to go along with them. You also want sound effects for your mod, and some music maybe.

3. GOOD LUCK with trying to do all of the above-mentioned work single-handedly. Especially if you're not into the artistic part. Trust me, it will be a LOT easier if you get more people to work with you.

4. It's supposed to be released by or before HL2 comes out, so sometime in the next 2 weeks.
 
I'm not planning on doing a lot of the visual and auditory things. I'll just use premade sounds and graphics. If the MOD is really working out, I may put together a team or something, but this is more just a fun project.
 
Doing a one-man team thing is definately feasable, if you're dedicated. I find it easier working alone - there's nobody else in the mod who's being too lazy to put effort in. It goes as fast as you make it go.

Coding is definately the main part of a mod. Have all the flashy graphics, music, concept art, and websites you want, but at crunch-time, if the mod doesn't run like it's supposed to code wise, and you've failed.

I'd recommend doing coding first, seeing if it runs like it's supposed to, then trying to piece together everything else. You can focus on what's important first.

-Angry Lawyer
 
in response to your first question, half of creating a mod is design.
 
I have a really reallly dumb question: how do I run Hammer? I can't find it anywhere...
 
Download it via steam (itll be listed with your games as source SDK) as part of the SDK, then run it from your play games list in steam.
 
idea is important thing... you can do miracles with small amount of resources (witch you will get with hl2)...
 
Back
Top