• How to make a HL2 mod?
    16 replies, posted
By this I mean a [I]modification[/I], such as changed textures, sounds, and models. How can I do this without having to rip all the content from hl2? And just replace certain things as I go along? I'm making a conversion.
You can make textures in paint.net. You can make models in some kind of 3D model design program. You can make sounds in audacity. You can make maps in Source SDK Hammer Editor. Zing! [editline]05:03PM[/editline] [QUOTE=Neolithic v7;20761638]. How can I do this without having to rip all the content from hl2?[/quote] Some of the content has to be ripped from HL2 (The ep1 or The orange box engine,up to you) as it needs some kind of core content, unless you want to make a whole new [i]serious[/i] game lol.
[QUOTE=Dead Madman;20761661]Some of the content has to be ripped from HL2 (The ep1 or The orange box engine,up to you) as it needs some kind of core content, unless you want to make a whole new [I]serious[/I] game lol.[/QUOTE] No, steam mounts the gcfs automatically.
Well yeah I know how to make the content but I'm just not familiar with modding. I've created the mod in Source SDK. I'm currently using 220 (HL2) as SteamAppid, is this correct? And say I make a skin for the crowbar, where would I put it if I want my mod to use that texture instead? And what's the deal with the mod's project folder which apperantly can be saved anywhere? [editline]06:18PM[/editline] Note that I want to play the original HL2 campaign, i.e., the maps, just with some altered content.
[QUOTE=Neolithic v7;20761851]Note that I want to play the original HL2 campaign, i.e., the maps, just with some altered content.[/QUOTE] You should have said that in the first place. The folder in steamapps with your name on should have a list of the games you have. Click on half-life 2 and then hl2 and there should be folders that mirror what's inside the hl2 content GCF. Just put new models, materials, whatever into corresponding folders to the GCF and they overwrite what's in there, which then shows up in-game.
[QUOTE=Smasher 006;20761958]You should have said that in the first place. The folder in steamapps with your name on should have a list of the games you have. Click on half-life 2 and then hl2 and there should be folders that mirror what's inside the hl2 content GCF. Just put new models, materials, whatever into corresponding folders to the GCF and they overwrite what's in there, which then shows up in-game.[/QUOTE] Ok, that answers one of my questions. But when I start my mod the "new game" menu doesn't work, it's blank. I can load the maps through the console though. Any idea?
[QUOTE=Neolithic v7;20762354]Ok, that answers one of my questions. But when I start my mod the "new game" menu doesn't work, it's blank. I can load the maps through the console though. Any idea?[/QUOTE] If you just want to change the looks, you don't need to make a new mod. Just paste the new stuff in the corresponding folder. Download this 'Aperture strider' skin I made and put it into the folder 'hl2/materials/models/Combine_strider'. [url]http://filesmelt.com/dl/striderdecalsheet.vtf[/url] It'll change the look of the strider in-game. You can do this for anything and don't need to make a new mod. [editline]06:16PM[/editline] Wait, do you still want to keep HL2?
[QUOTE=Smasher 006;20762473]If you just want to change the looks, you don't need to make a new mod. Just paste the new stuff in the corresponding folder. Download this 'Aperture strider' skin I made and put it into the folder 'hl2/materials/models/Combine_strider'. [URL]http://filesmelt.com/dl/striderdecalsheet.vtf[/URL] It'll change the look of the strider in-game. You can do this for anything and don't need to make a new mod. [editline]06:16PM[/editline] Wait, do you still want to keep HL2?[/QUOTE] Well it's not just a skin, it's a full conversion (in terms of textures, models, sound). [editline]09:06PM[/editline] Which I preferably would like in a mod format.
[QUOTE=Neolithic v7;20764885]Well it's not just a skin, it's a full conversion (in terms of textures, models, sound). [editline]09:06PM[/editline] Which I preferably would like in a mod format.[/QUOTE] Are you going to listen to them or not?
[QUOTE=Neolithic v7;20764885]Well it's not just a skin, it's a full conversion (in terms of textures, models, sound). [editline]09:06PM[/editline] Which I preferably would like in a mod format.[/QUOTE] That'll be a lot of copying and pasting of maps and CFG's. It's possible, but will take a while.
Sorry, I'm completely new to this. But thanks to Smasher 006 I think I got it set up now. As long as the replacements have the same filepaths as the originals the game will load them instead. My only problem is the new game menu. Of course I could copy the maps, but that's hardly allowed if I were to share this mod publicly one day. Also the mod would get huge?
[QUOTE=Neolithic v7;20765552]Of course I could copy the maps, but that's hardly allowed if I were to share this mod publicly one day. Also the mod would get huge?[/QUOTE] Thats like a guitarist asking if he will get huge one day if he starts learning guitar.
[QUOTE=Smasher 006;20764962]That'll be a lot of copying and pasting of maps and CFG's. It's possible, but will take a while.[/QUOTE] You don't need to copy over maps, textures, and other big content you won't even modify. You just need to copy over resources and script files (The ones you're going to modify, that's it)
No, no, no. LISTEN to these people, they are helping you tremendously for your stupid question. Do NOT make a mod, it wouldn't be worth it. Modify the game like smasher said, when you open HL2, and see the skins in the right folders, you know you're doing it right. If you want to ever package the new stuff, create the same directory that you have inside your hl2 folder, pack it into a .zip, and upload it to FPSBanana or something. Making somebody redownload all of HL2 is the stupidest thing i've ever heard, just for a new crowbar, etc. tl;dr, don't make a mod
Many training on SDK Source before doing something really serious.
Asked this in the gmod section, got no answers, posting here instead. [quote]Two questions: When modelling for source using Blender, how do I set the size of the model? Also, is it possible to choose where a model spawns in relation to the prop entity? For instance, if I wanted to replace a prop_physics in Half-Life 2, would there be a way for me to always make it spawn just above the floor, even if the new one's bigger? I hope this was comprehendable.[/quote]
[QUOTE=Neolithic v7;20795717]Asked this in the gmod section, got no answers, posting here instead.[/QUOTE] Easiest way for the second question would be to open the existing model in your software of choice and aligning the base of your model with the old one.
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