Files for HL mod? Created 7 years ago2016-12-18 13:10:56 UTC by seedee seedee

Created 7 years ago2016-12-18 13:10:56 UTC by seedee seedee

Posted 7 years ago2016-12-18 13:10:56 UTC Post #332778
Hey, sorry for posting so many threads lately.
Does anyone know where I can get the files for an empty, new HL mod if I am starting one from scratch?
Posted 7 years ago2016-12-18 13:49:09 UTC Post #332779
The SDK for MSVC++ 6.0 if you have it, if not, is expensive... :(

http://www.moddb.com/games/half-life/downloads/half-life-sdk-23

The SDK for MSVC++ 2008

http://www.moddb.com/games/half-life/downloads/half-life-sdk-v23-for-visual-studio-2008

The compiler which is free ;)

https://www.microsoft.com/es-es/download/details.aspx?id=29

The C++ handbook, if you are as new as me

http://www.cplusplus.com/files/tutorial.pdf

The map editor

http://gamebanana.com/tools/5538

Another map editor

http://quark.sourceforge.net

The python files needed to make Quark work

https://www.python.org/download/releases/2.7/

The tools for compiling maps for both Hammer and Quark

http://gamebanana.com/tools/5391

The model editor

http://www.milkshape3d.com

The Gfx editor for textures, etc

http://www.gimp.org.es

The model compiler tools

http://www.moddb.com/games/half-life/downloads/gui-studiomdl

The UV mapper for models

http://www.geeks3d.com/20090303/lithunwrap-free-uv-mapper-for-windows/

The sound editor

https://www.goldwave.com

The tools for sprites and for making the cached.wad (console backgrounds) are included in the HL SDK. ;)

The alternative engine, which is what I am using to run HL mods

http://www.moddb.com/engines/xash3d-engine

I think I did not forget anything... ;)
Posted 7 years ago2016-12-18 14:19:39 UTC Post #332783
Thanks for the links, I think I have everything you listed except for lithunwrap and goldwave (I use audacity).

And what I had in mind was a place where I could download the files for an empty mod. Or do I have to copy the valve folder and use that?
Posted 7 years ago2016-12-18 15:39:01 UTC Post #332784
If you're using the Github SDK you can just use Visual Studio 2013 Community, which is free. I'd recommend using that one over any older version because it has SDL support in it.

SDK: https://github.com/ValveSoftware/halflife
VS2013: https://www.visualstudio.com/en-us/news/releasenotes/vs2013-community-vs

To set up a mod directory, create a directory in common/Half-Life with the name for your mod directory. This is usually a one word name, an abbreviation of your mod.

The bare minimum that you'll need is a liblist.gam to point to your server dll, which will reside in Half-Life/modname/dlls. You'll probably also want a client dll, which will reside in Half-Life/modname/cl_dlls.

Your mod will be able to use Half-Life's files by default (with a few exceptions), so you won't need to copy any content over. Files like wads, models, etc can be be used automatically.

You'll need to configure Visual Studio to copy the compiled dlls to your mod directory; you can hardcode the path but then anybody else that uses your codebase will need to have Half-Life installed in the same place, so i suggest adding a PATH environment variable that points to your Steam common directory.
Then you can just copy dlls to ${STEAMCOMMON}/Half-Life/modname/dlls (or cl_dlls for client dlls).
Posted 7 years ago2016-12-18 15:44:28 UTC Post #332785
Also you can use this tutorial:

http://articles.thewavelength.net/266/
Posted 7 years ago2016-12-18 16:02:43 UTC Post #332788
thanks a lot guys.
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