MESS (Macro Entity Scripting System) - a custom compile tool Created 3 weeks ago2020-10-03 23:51:31 UTC by Captain P Captain P

Created 3 weeks ago2020-10-03 23:51:31 UTC by Captain P Captain P

Posted 3 weeks ago2020-10-03 23:51:31 UTC Post #344746
A 'few weeks' turned into a few months, but hey, it's finally here!

MESS is a Half-Life level compile tool that helps automating various tasks. It provides a templating system and several macro entities for creating template instances, which can be customized with a basic scripting system. Here are some of the things you can do with it:
  • Duplicating complex entity setups as if they were a single entity.
  • Covering terrain and other surfaces with props.
  • Turning a single brush into multiple entities.
MESS can be downloaded here (direct download link: For a full introduction, take a look at the readme and the entity guide. Also be sure to check out the example maps!
Here's what a template looks like, and how it can be instantiated:
Landmine templateLandmine template
Landmine instancesLandmine instances
There are also several example maps to get you started:
Loading embedded content: Vault Item #6451
I still have several other ideas I want to incorporate into this tool, such as a custom .fgd system (for creating entity 'aliases' for frequently used templates), a more general collision mask system (to make random level generation more viable), a viewer tool for seeing MESS expansion results in 'real-time', and perhaps support for external script files... but that's for later.

Please let me know if you find this tool useful, or if you encounter a problem with it, or if you have ideas for other features!
Posted 3 weeks ago2020-10-04 11:24:43 UTC Post #344747
Amazing concept! I'll have to try this out soon.
Admer456 Admer456If it ain't broken, don't fox it!
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