creating a .fgd Created 20 years ago2003-09-06 16:02:31 UTC by Ancient-Anubis Ancient-Anubis

Created 20 years ago2003-09-06 16:02:31 UTC by Ancient-Anubis Ancient-Anubis

Posted 20 years ago2003-09-06 16:02:31 UTC Post #176
how do i create a .fgd
or does anyone know where i can find info on creating them?
thanx
Ancient-Anubis
Posted 20 years ago2003-09-06 17:26:56 UTC Post #178
yes im sure, i can map very well but i need to know how to create a .fgd because i am lead mapper of a new mod and we have no .fgd
do you know how?
Posted 20 years ago2003-09-06 17:33:41 UTC Post #179
as far as i know you can just use note pad to edit an exitsing fgd, i'm not sure of the format though.. check the VERC collective, they might have something...
http://collective.valve-erc.com/index.php
Posted 20 years ago2003-09-06 19:26:58 UTC Post #180
Posted 20 years ago2003-09-06 19:48:56 UTC Post #181
Editing an .fgd is pretty easy with Notepad as Kol said... but beware, not following the format will cause parsing problems. Most Mods are based on the Original HL .fgd and this has been modified several times. Removing entity information is Ok, as it narrows down the amout of options you have (Take CS-expert for example, they removed func_push and gravity because they couldn't work out where you would ever use it) But adding entity specific stuff means that the dll must have been modified. You can't just add an entity to the .fgd for it to work.
Not sure where you would get specific information about this but try ModBD or Rust or a site that deals with Coding. And ofcourse there is always Collective.
Posted 20 years ago2003-09-07 15:30:33 UTC Post #182
thanx, youve been very helpfull. thank you again
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