No More Same 'ol' answers

lemmingzappa

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Ok im pretty much a noob to modding but i truly want to be dedicated into making a mod !

I want to create a post-apocalyptic/mad max style mod, but every time I ask on forums how do I start off modding etc...I always get the same answers, and none of them really answer my questions ( hope you havent lost me so far :) )

Right so here I go,

The only thing I can do atm is model, and tbh im not that great at it if youve seen some of my previous posts.

Is it possible to create a mod in which all I have to do is create models and maps ? I cant get into the coding side of things its far to complicated, and I was wondering if the SDK or any other way I can use code that has already been pre-made ( hope youve got me so far ).

For instance if i were to create some weapons and a map, could I just use all the code which is in half life 2/source already and make an entire mod that way ?

Could someone please clear all this up for me as Im lost for words...and if anyone has any links to sites which will help me create a mod from start to finish ( not small tutorials which wont help me as a noob ).

Thanks alot, Lemming.
 
Yes, it can be done. All you need is to have your new models have the same file names as the ones they're replacing, and exist in the same part of the directory tree that the HL2 ones do. The mapping part is pretty obvious

-Angry Lawyer
 
ok kool and what about weapons ?

If im making a mod will the SDK automatically get all of the half life 2 files I need for me to make a mod and put them into a special folder ?
 
It might be a good start.

I'm kinda in the same boat but what I'm doing is starting really small (well, as small as my impatience allows) and trying out things. I'll think "I want a house, with windows and a door" - have a go, look for a tutorial and follow it. Then maybe I want some Zombies walking around - same process.

Just keep working at it - you're not going to create the next CS on your first try. It's frustrating but you've got to build the skills before you can build what's in your mind.
 
lemmingzappa said:
Is it worth buying
Half Life 2 - Mod Maker's Guide: Official Strategy Guide ?

Heard its not being released now ;(

Looked like it could have been worth a read though.
 
lemmingzappa said:
ok kool and what about weapons ?

If im making a mod will the SDK automatically get all of the half life 2 files I need for me to make a mod and put them into a special folder ?
Yep. The first thing you should do is use the Source SDK (last item in the Play Games window) to Create a Mod.

When the wizard starts, choose the appropriate of the first two options, whether you're making a single player or multiplayer modification.

As for the directories (next step), I use C:\Program Files\Steam\SteamApps\mods\<mod_name> for the first box, where <mod_name> is the name of your mod. For the second box, just type the name of your mod. Hit next, and it'll start copying stuff.

Now, after it finishes copying all those files, in the third step leave the box to view the readme checked. This is going to be your guide for making models, maps, and materials. Bookmark the page. The information is a bit out of date since it keeps referring to the "Full SDK", which is what we have now.

To change the name of your mod, browse to your mod's folder (C:\Program Files\Steam\SteamApps\SourceMods\<mod_name>) and edit gameinfo.txt. The fourth line specifies what text to display on the third party games list. Make changes, save the file, reopen the Play Games winodw, and you'll see it there.

Now, you have a working mod, with separate player, keyboard, and mouse settings. As for new content...

Angry Lawyer said:
All you need is to have your new models have the same file names as the ones they're replacing, and exist in the same part of the directory tree that the HL2 ones do.
Ok, now a little explanation about how Steam caches (GCF files) work. First, get GCFScape, which lets you browse inside GCF files (located in C:\Program Files\Steam\SteamApps). You'll probably need to get the latest version of the .NET Framework via Windows Update too.

As an example, open half-life 2 deathmatch.gcf. You'll notice that there's an hl2mp folder in there... just like Steam's half-life 2 deathmatch folder. And you'll notice that the GCF file's hl2mp folder looks VERY similar to Steam's half-life 2 deathmatch folder.

So, when half-life 2 needs to load some model or map, first it looks in the corresponding location on disk, say C:\Program Files\Steam\SteamApps\email@address\half-life 2 deathmatch\hl2mp\maps. If it can't find it there, then it loads the thing from the half-life 2 deathmatch.gcf file's hl2mp\maps folder.

When you're running your mod, and the game needs some resource (map, material, etc.), it looks in the corresponding subfolder of your SteamApps\SourceMods\<mod_name> folder (note that this folder is very similar to the hl2mp folder). If it finds the content there, it will use it; otherwise, it looks in the half-life 2 deathmatch folder; otherwise, it looks in the GCF file. Get the picture? You can override the default content of the game you're modifying -- by putting new models/materials/maps in special places that mimic their placement in the hl2mp folder or the GCF files.

For instance, open source materials.gcf. Browse to hl2\materials\models\weapons\v_physcannon. Extract v_physcannonsheet.vtf. Now, in your SourceMods\<mod_name> folder, create a folder called materials, and a subfolder of that called models, and a subfolder of that called Weapons, and a subfolder of that called v_physcannon. See what's happening?

Now, copy v_physcannonsheet.vtf into SourceMods\<mod_name>\materials\models\weapons\v_physcannon. Now, when your mod needs the physics cannon texture, it loads it from that folder instead of the GCF file.

You can do this with any of the game's content: sounds, weapon models, player models, maps, textures... anything. What you CAN'T do (correct me if I'm wrong) is change weapon damages, add or remove weapons, or add things like capture the flag.

So, that's basically how to get started making a mod. I just want to remind you that it's not really possible to get a good quality mod after 20, 50, or maybe even 100 hours of work. And there's a learning curve. Don't start this thinking that next week you'll have something you can show all your friends. Be realistic about it, and stick with it.

Do lots of reading, lots of google-ing. If you come to the forum with every little question you have, you won't learn very much, and you won't get very far.

corkscru74 said:
I'm kinda in the same boat but what I'm doing is starting really small (well, as small as my impatience allows) and trying out things. I'll think "I want a house, with windows and a door" - have a go, look for a tutorial and follow it. Then maybe I want some Zombies walking around - same process.

Just keep working at it - you're not going to create the next CS on your first try. It's frustrating but you've got to build the skills before you can build what's in your mind.
Yeah, right on.
 
Does anyone have any news on the mod guide book ?
Ive ordered it, but i dont know whats gonna happen.
 
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