For the past few months since the SDK 2013 release, I’ve been finding myself working more with the tools more then my mod. The Source SDK 2013 was sort of a blessing as the 2007 engine is antiquated at this point, but this branch of the source engine has issues. Of course I can’t fix all these issues, but I’ve made some assets to make the modding experience a little bit convenient. In my .zip file, I included a working batch system, updated FGDs, included a sdk folder of more tool textures and models, and included an exe to launch batches from the desktop/taskbar.
- Added this changelog.
- Renamed halflife2.fgd to base2.fgd. I forgot I removed most of HL2’s entities. (Update your fgds!)
- Added a new tool vmffix. This tool will convert any newer vmfs to make Source 2013 and below
tools read it and not crash. You can also use this tool to compile HL2 maps with newer editors.
Just run it before vbsp.
- Remove inputsystem.dll from this post fix as Valve has fixed this.
Due to the removal of the SDK launcher, (which in my opinion was the choice that broke most things at the start ) you need to launch most tools with a batch file. Valve included some batches with each set of tools, but they don’t work out of the box. So, I made my own. Here is a list and information on my batches. The batches will explain themselves when you edit them.
NOTE: SOME COMPILE_*.BATs NEED TO BE TOLD THE GAMEDIR AGAIN. I think this is due to VPROJECT being tied to CD as the SDKDIR variable works. But I did try to make a separate variable much like the SDKDIR one, but it still would not work with some programs. Please make sure everything is correctly set before asking for help. Thanks
This batch file is much like Valve’s set_sdk_env.bat. It set’s the vproject or game for which the tools use to identify the game/mod you are modding. My batch also allows you to set where the the tools (bin) folder is, so it is set to the appropriate set of tools. Wanna know a secret? All the tools of Source 2013 are pretty much the same. There is no FileSystem_Steam.dll anymore that makes the tools demand a SteamAppID so you could use the SDK template tools to map for HL2 if you wanted to. The tools just need to be under “GAME/bin” for it to work. For organization however, I recommend you set up each set_vproject.bat for the appropriate game.
To simple it out.
VPROJECT: The directory of the game/mod the tools use.
SDKDIR: The location of the tools.
===run_hammer.bat, run_hlmv.bat, run_faceposer===
Runs the 3 main tools, pretty much the same as Valve
A Simple drag and drop batch to compile a folder to vpk2.
A drag and drop batch that runs the dropped vmf through Vbsp, Vvis, and Vrad. Please make sure “-game” loads your game folder. This is great for bigger maps as the tools still load the old compile window which locks up.
BUG: It does not copy the final bsp to the mod directory. When I tried to copy the dropped file, it wanted to copy over “mapname.vmf.bsp” If anyone can help me with this, I would appreciate it!
Simply drag and drop your pfms onto this, and splitskybox.exe will compile your skybox.
Drag and drop your qc onto this and studiomdl will compile your model. Please make sure “-game” loads your game folder.
Although vtex has been obsoleted by various plugins, it’s still comes in handy from time to time. I included it incase you ever wanted to use it.
I made it use -dontusegamedir which will simply just make a vtf wherever the source tga is.
==========FGDs and Tools==========
The FGDs have not changed since 2007, and instancing is broke with stock vbsp.
Changes to the FGDs include:
- Overlay model is now a box. (Ported from the L4D2 tools)
- env_projected_texture has the “texturename” entry and now uses the code model.
- func_instance is now a small box (much like func_instance from Portal 2 and above.)
- func_instance_prams now shows with the func_instance_pram sprite (included in the “sdk” folder)
- env_texturetoggle now shows with the env_texturetoggle sprite from later releases. (included in the “sdk” folder)
- path_track now uses the angle_helper model. (included in the “sdk” folder)
- prop_dynamic and override has the “rendercolor” entry. Although texture coloring is not the same as it is in L4D1 and above, still can come in handy.
Changes to vbsp include:
- The instance loading path fix from the Github.
- Added -nocubemap pram to tell the program not to build the default cubemaps. This is due to the cubemaps being broke in this engine branch. A “work around” was to delete the default cubemap and rebuild the cubemaps in engine. This however did not work for me, but if it works for you hey, one less step you need to do. I recommend loading a 2007 mod with your map and doing it that way.
Only recompiled Vvis and Vrad for consistency.
Override the stock tools.
In this folder there is a simple exe you can config to fetch the run batches from the desktop or taskbar. This needs to be redone if you ask me, but it works. This is not the multiple SDK launcher I made back in July as it did not really matter what game went where. When I redo the launcher, I’ll update the file.
This is the folder that has the vpk of additional tool textures, models, and sprites. To make your game/mod load this:
- If you are making a mod(s), drag this folder into your “…/common/Source SDK Base 2013 Singleplayer or Multiplayer” folder. Make it so it’s with the hl2 and platform folders.
Next, open up your gameinfo and add before the first game_lv:
// Mount SDK content first! game+mod sdk/sdk_pak.vpk
if you need help, I did include an example gameinfo.
- For games, just extract the vpk to the custom folder.
Note: Make sure you include the tool textures in your map or mod. Extract the contents with GCFscape.
That’s it. If you have any questions or anything you want added or would like to add, just ask me, or send me a PM.
Thanks, and Happy modding!