mirror of
https://github.com/mapbase-source/source-sdk-2013.git
synced 2025-02-22 19:51:10 +03:00
Updated Modding with Mapbase (markdown)
parent
b2fd1e684d
commit
a69311e26e
@ -2,17 +2,10 @@ This is a general-purpose page for both the process of making existing mods begi
|
||||
|
||||
There are three distribution/usage schemes for running on Mapbase:
|
||||
|
||||
* **Installing Mapbase separately**
|
||||
* This would require users to install Mapbase separately in order to use your mod. This means you won't have to use and update Mapbase assets within your mod's download package, which reduces file size and responsibility, but it can be inconvenient and confusing for many users.
|
||||
* Good for small mods and map packs.
|
||||
* **In the same mod download**
|
||||
* This would mean users can install Mapbase right as they're installing your own mod. This is the easiest and most balanced way of distributing a mod running on Mapbase, but it will bloat the mod package's file and you may need to update it when Mapbase updates.
|
||||
* Great for medium-sized mods with moderate coverage.
|
||||
* **Drawing from external folders**
|
||||
* This would involve your mod drawing directly from the Mapbase mod folders. This is the easiest and most balanced way of distributing a mod running on Mapbase. It's recommended that you include the latest Mapbase build with your installation to avoid confusion, but that will bloat the mod package's file and you may need to update it when Mapbase updates.
|
||||
* **Completely built-in**
|
||||
* This would involve merging Mapbase's assets directly with your mod, making your mod fully independent. This will bloat the mod's package file (and a user's hard drive if they have Mapbase installed separately) and may need to be kept up with Mapbase updates, but it is the safest (and possibly only) option for mods going on Steam and is the least confusing and convenient installation method for users.
|
||||
* Perfect for large, high-profile mods with lots of players and coverage.
|
||||
|
||||
(TODO: Rest of article)
|
||||
* This would involve merging Mapbase's assets directly with your mod, making your mod fully independent. This will bloat the mod's package file (and a user's hard drive if they have Mapbase installed separately) and may need to be kept up with Mapbase updates, but it is the only option for mods going on Steam and is the least confusing and convenient installation method for users.
|
||||
|
||||
## Mod Templates
|
||||
|
||||
@ -20,9 +13,9 @@ Mapbase's ModDB page contains two lightweight mod templates for creating mods ba
|
||||
|
||||
## Materials (.vmt files)
|
||||
|
||||
Mapbase runs with modified versions of Source 2013's shaders. These modified versions are supposed to fully replace the original shaders, but because of in-engine caveats and Mapbase's choice of implementation, each `.vmt` file must manually point to the new shaders. HL2/EP1/EP2's materials are converted already, but **all of a mod's custom materials will need to be changed to use the new shaders**. Not converting them could make them look weird alongside the converted HL2 materials, and they won't use any of the shader benefits.
|
||||
Mapbase runs with modified versions of Source 2013's shaders. These modified versions are supposed to fully replace the original shaders, but because of in-engine caveats and Mapbase's choice of implementation, each `.vmt` file must manually point to the new shaders. HL2/EP1/EP2's materials are converted already, but **all of a mod's custom materials should be changed to use the new shaders**. Not converting them could make them look weird alongside the converted HL2 materials, and they won't use any of the shader benefits.
|
||||
|
||||
(TODO: Go into detail about using the multi-tool)
|
||||
**Don't worry about converting them manually!** There is a "multi-tool" program available [[here|https://www.moddb.com/mods/mapbase/downloads/mapbase-multi-tool]] which has a batch VMT conversion tool. You can use it to convert entire `materials` directories.
|
||||
|
||||
## Coding
|
||||
|
||||
@ -34,7 +27,7 @@ If your repo is not eligible for automatically merging Mapbase's code, you will
|
||||
|
||||
If you are creating a new mod that is going to use custom code, I highly recommend cloning this repo with Git rather than downloading it as a .ZIP. This will allow you to update your code when Mapbase updates and allows you to take advantage of Git's other benefits. If you do not know how to use Git, or you are not aware of what Git is, I highly recommend reading up on before starting.
|
||||
|
||||
When the repo is cloned or downloaded, you will be able to work as normal as if it were regular Source SDK 2013. DLLs placed in your mod's `bin` folder will override stock Mapbase DLLs if it draws from them. However, you need to have `discord_rpc.dll` in the same folder as `client.dll` at all times. This is a limitation with the way it is implemented and cannot be fixed easily.
|
||||
When the repo is cloned or downloaded, you will be able to work as normal as if it were regular Source SDK 2013. DLLs placed in your mod's `bin` folder will override stock Mapbase DLLs if it draws from the regular Mapbase folders. However, you need to have a copy of `discord_rpc.dll` in the same folder as `client.dll` at all times. This is a limitation with the way it is implemented and cannot be fixed easily.
|
||||
|
||||
---
|
||||
|
||||
|
Loading…
x
Reference in New Issue
Block a user