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Updated Creating a mod with Mapbase (markdown)
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This article is for explaining how to create a new mod that runs on on Mapbase.
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There are three distribution/usage schemes for using Mapbase:
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* **Installing Mapbase separately**
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* 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.
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* Good for small mods and map packs.
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* **In the same mod download**
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* 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.
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* Great for medium-sized mods with moderate coverage.
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* **Completely built-in**
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* 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 already have Mapbase installed) 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.
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* Perfect for large, high-profile mods with lots of players and coverage.
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(TODO: General-purpose article for the above distribution schemes so existing mods can see it? Or should existing mods use this article as well?)
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(TODO: Rest of article)
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## Mod Templates
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## Coding
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If you are planning on using custom code, you could just clone this repo or download it onto your computer and work as normal. DLLs placed in your mod's `bin` folder will override the stock Mapbase DLLs it draws from. 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's implemented and cannot be fixed easily.
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Modding-with-Mapbase.md
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Modding-with-Mapbase.md
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This is a general-purpose page for both the process of making existing mods begin running on Mapbase as well as the process of creating a new mod using Mapbase from the start.
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There are three distribution/usage schemes for running on Mapbase:
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* **Installing Mapbase separately**
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* 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.
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* Good for small mods and map packs.
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* **In the same mod download**
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* 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.
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* Great for medium-sized mods with moderate coverage.
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* **Completely built-in**
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* 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.
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* Perfect for large, high-profile mods with lots of players and coverage.
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(TODO: Rest of article)
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## Mod Templates
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Mapbase's ModDB page contains two lightweight mod templates for creating mods based off of HL2 or EP1/EP2. They are set up to use the basic dependency scheme (draw from adjacent Mapbase folders) and do not contain many files. You can use them to start your mod or see how `gameinfo.txt`'s Mapbase dependency works.
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## Materials (.vmt files)
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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.
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(TODO: Go into detail about using the multi-tool)
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## Coding
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If you are planning on using custom code, you could just clone this repo or download it onto your computer and work as normal. DLLs placed in your mod's `bin` folder will override the stock Mapbase DLLs it draws from. 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.
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## More Help
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If you require more assistance in setting up your mod to use Mapbase, or want more details on some of the options available to you, join Mapbase's Discord server and/or contact Blixibon on Discord, ModDB, or Steam.
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