Getting started on modding for HL2

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Panthera

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I've been into modding for a few years now, and i'm working on one for UT2003 at the moment. But i've always had this idea in the back of my head that i've been wanting to do from day one and I think the source engine is perfect for it.

But i've never modded for Half-life, so i dont know where to start.

So my question is... does anyone know a good place to learn how to get started? Just a tutorial or something that explains how the structure for editing HL/HL2 works.

For example, do I extract & duplicate the scripts into a new folder then get stuck into coding? or is there some other way I need to go about starting a mod?

Any help is appreciated, Thanks.
 
First of all, you can't extract any scripts for Half-Life. You need to download the full SDK (Software development kit) here. Next you'll need a C++ compiler. All code written for Half-Life is in C++. The most popular compiler is Microsoft's Visual C++ 6.0/.NET. The SDK comes with a project file you can open in MSVC++ to get you started.

If you're not familiar with C++, try looking here for references. Also look at your local bookstore for beginner's guides to C++. I'm assuming though, that in working with UT2K3, you're at least somewhat familiar with C++. Even though UScript isn't the same, it's built of a variation of C++ and Java.

Once you've got the code and compiler, you can dig in. Here's a list of places to find some tutorials on Half-Life coding. Start out with something simple, like chaning a weapon's properties, and go from there. Most of these sites have really well written examples.

Verc
Half-Life coding
Karl Jones' site
Wavelength
Fixxxer's
Half-Life SDK Resource

There are plenty more out there too. Check the links section of each of the above for more good sites. You also may want to look into the Half-Life Coder's List if you're serious about modding Half-Life. There are several industry professionals who are subscribed to the list, and tons of really talented modders from successful Half-Life mods.

Good luck, and have fun!

EDIT: I realize you're looking to mod Half-Life 2, but considering the game and SDK hasn't been released, no one can really give you a place to start. I will however, give you this link to the Half-Life 2 mod FAQ. That will answer some questions on certain aspects of the Source engine, but definitely won't get you started modding for it. The reason for my post was to suggest you start modding the Half-Life SDK in preperation for the release of Half-Life 2. From the looks of it, both the Hammer editor and possibly the code itself will be very similar to the originals. Only time will tell.
 
My suggestion is to wait until we see HL2 in action... Cause we dont know how different modding it is. Valve has already said that vehicles (and maybe even weapons? Anything can be in them) use scripts, they arent hardcoded. So the system might be more similar to BF1942 than HL, or at least that part of it (they even said one could build a vehicle of primitives, I remember a mail about that. Another similarity to BF1942 if true (I cant know for sure of course)).
 
Ah ha! What you said dawdler is why my mod has not already started on vehicles. It might end up being a waste of time because it is not certain on how they are coded. Only speculation, but better be on the safe side.
 
Thanks Steelwind, you explained it well :)

I have a little experiance with C++, but i've worked on lots of derivatives of it on games like NWN and UT2K3, so i'm fairly familar with the syntax... but I will be getting a few books anyway.

Im going to start doing a little editing for HL in preperation for HL2, I heard valve say somehwere that HL1 modders will be able to jump right in modding HL2.
 
Im going to start doing a little editing for HL in preperation for HL2, I heard valve say somehwere that HL1 modders will be able to jump right in modding HL2.

Yes sir, that is correct. HL2 will be using the same style of C++ the current source uses, not an alternative scripting language like UT2K3. I would imagine it will be structured in a very similar fashion as well. Definitely get a feel for the HL SDK, for I think it will help you in the long run.
 
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