FGD Entity Creator Created 18 years ago2005-12-07 11:36:38 UTC by The Mad Carrot The Mad Carrot

Created 18 years ago2005-12-07 11:36:38 UTC by The Mad Carrot The Mad Carrot

Posted 18 years ago2005-12-07 11:36:38 UTC Post #150847
I made a little tool to create fgd entries (HL1 Engine based games only!). You simply specify the type of entity, an entity suffix, the "real name" etc. The fgd entity code will be automatically created. From there you can save it as a new fgd, or copy the code into one of your existing fgd files, as long as the real entity game code exists! (hl.dll)

Screenshot:
User posted image
Download!

Its not really done yet, and only has support for monster_ and weapon_ entities, and im not even sure if a new monster_ entity will work, can't test it here.
Anyway, i hope you like it. :)
If you find any errors or bugs, let me know.

This program requires .NET Framework 1.1.
Posted 18 years ago2005-12-07 12:03:46 UTC Post #150852
Interesting, could i easily add a new weapon to the game without editing a excisting one? Or do i need to do such a thing in a different way?
Posted 18 years ago2005-12-07 12:11:59 UTC Post #150854
this program works like custom entity name changer? Like if i renamed func_wall to wallz0r all the parameters for func_wall would be the same but only the name would be new.
Posted 18 years ago2005-12-07 12:39:22 UTC Post #150861
Heh.. Nice lil' app.. :)
Still needs work, mostly with visual stuff..
Making the app smaller would be nice too, removing some of the unnecessary text/making it smaller..
Anyways - nice work :)
Daubster DaubsterVault Dweller
Posted 18 years ago2005-12-07 12:53:21 UTC Post #150874
Another nice little mapper app. from a TWHLer. Definitely have to have an "our tools" section in the near future.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-12-07 13:09:37 UTC Post #150887
Interesting, could i easily add a new weapon to the game without editing a excisting one? Or do i need to do such a thing in a different way?
Hmmm... You can modify the existing code from your weapon of choice, and simply give it a new entity name (LINK_ENTITY_TO_CLASS)
I think CP knows more of this. :)
this program works like custom entity name changer? Like if i renamed func_wall to wallz0r all the parameters for func_wall would be the same but only the name would be new.
No, you cannot change existing entities, that will cause conflicts and errors. It actually depends on the game code. If you make a whole new cpp file for, lets say, weapon_desert_eagle, you should name your custom fgd entry the same. Hard to explain. Maybe i can make an example. Im planning to add the desert eagle from OppFor into my HL: Uplink mod, and that would be a nice opportunity to test my program with.
Still needs work, mostly with visual stuff..
Making the app smaller would be nice too, removing some of the unnecessary text/making it smaller..
I will. :)
Another nice little mapper app. from a TWHLer. Definitely have to have an "our tools" section in the near future.
^_^
Posted 18 years ago2005-12-07 13:33:35 UTC Post #150898
Hmmm... You can modify the existing code from your weapon of choice, and simply give it a new entity name (LINK_ENTITY_TO_CLASS)
I think CP knows more of this. smile - :)
CP? hahahaha
Posted 18 years ago2005-12-07 13:45:23 UTC Post #150900
nice job MuzzleFlash!!!!! :D
Posted 18 years ago2005-12-07 14:13:39 UTC Post #150909
Muzzle , Can you make a thing through that FGD creator so that you can stick a door_begin_open and a door loop togethter to make a Move sound? Then Door_stop sound?
Instant Mix Instant MixTitle commitment issues
Posted 18 years ago2005-12-07 14:20:11 UTC Post #150911
door_begin_open
There allready is a flag like that, its called Start open, i believe.
a door loop togethter to make a Move sound? Then Door_stop sound?
Uhm, can't you just use the Move sound and Stop Sound fields of the door?
Posted 18 years ago2005-12-07 15:37:23 UTC Post #150925
Well done Muzzle! :)
Posted 18 years ago2005-12-07 17:38:00 UTC Post #150957
Nice little tool, Muzzle. Good to see you're catching up on programming. :)
CP? hahahaha
Actually, I do know a bit about coding custom weapons... the grenade machinegun was a lot of fun to play with against Muzzle and another friend of mine, for example... ;)
Posted 18 years ago2005-12-07 17:39:38 UTC Post #150958
Wait a minute... does that means I can edit opfor's fgd, enabling it to view models, and gunman's fgd so I can set the angle of each monster,player?! :nuts: Gunman mapping here I come...
Posted 18 years ago2005-12-08 05:58:53 UTC Post #151018
Wait a minute... does that means I can edit opfor's fgd, enabling it to view models, and gunman's fgd so I can set the angle of each monster,player?!
Im affraid not. Yet. I might add support for editting existing entries in fgd files later. Currently, all you can do is make your own new entity entries and add them into existing fgd files.

Meanwhile, here's a new screenshot:
User posted image
Im currently adding support for friendly or enemy monsters, and entity boundry box color and size. :)
Posted 18 years ago2005-12-08 06:13:19 UTC Post #151021
Sounds good, I've downloaded it but I'm not very good at using these sort of things. :P
Posted 18 years ago2005-12-08 06:24:44 UTC Post #151023
Sounds good, I've downloaded it but I'm not very good at using these sort of things.
Well, a little knowledge about how the fgd files work is actually required if you want to use a program like this. :)

Also, note that this is far from done. :)
Posted 18 years ago2005-12-08 08:26:56 UTC Post #151045
very usefull Muzzle,but I hope you didnt steal it from other sides like your codes from programminghl...
Posted 18 years ago2005-12-08 10:58:10 UTC Post #151089
Shut up,saco!!! :furious:
Posted 18 years ago2005-12-08 11:16:39 UTC Post #151090
:zonked:
but I hope you didnt steal it from other sides like your codes from programminghl...
Programminghl is sdk coding, and is written in C++. This is vb.NET and is written in vb. Two different things. Im follwing vb.NET class at school, and this is my first program i made without any example code, but still, its quite difficult. You should give it a try.
Posted 18 years ago2005-12-08 12:13:06 UTC Post #151097
And it's HLprogramming.

Saco, that's just stupid..
Muzz is trying his best and here you come and bash his work with no reason. That's fucked up.
You should really have a nice glass of warm STFU here.. :
Daubster DaubsterVault Dweller
Posted 18 years ago2005-12-08 12:28:04 UTC Post #151099
It's nice. :)
but I hope you didnt steal it from other sides like your codes from programminghl
What's wrong with following tutorials?
ChickenFist ChickenFist<Witty Title>
Posted 18 years ago2005-12-08 12:40:22 UTC Post #151100
CP? hahahaha
Actually, I do know a bit about coding custom weapons... the grenade machinegun was a lot of fun to play with against Muzzle and another friend of mine, for example... wink-wink - ;)
I was laughing at something else
Posted 18 years ago2005-12-08 14:37:00 UTC Post #151119
What's wrong with following tutorials?
Nothing i geuss. :)
pscode.com rules. :)

Edit: ARGH! Freakin' quote tags!
Posted 18 years ago2005-12-08 16:00:30 UTC Post #151134
the grenade machinegun
So am I understanding correctly that anything you do with this editor, dosen't make that entity available unless you have some custom code to go along?

Please excuse my noobiness :P
Posted 18 years ago2005-12-08 16:05:21 UTC Post #151136
It does say it at the top of the program window.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-12-08 16:09:45 UTC Post #151137
I was laughing at something else
Heh, ok. My bad. :)
So am I understanding correctly that anything you do with this editor, dosen't make that entity available unless you have some custom code to go along?
Indeed, changing the .fgd doesn't change the gamecode one single bit. I coded the GMG once myself, for fun. Actually, it was just lazy copy'n'paste work - moving 3 lines of code did the trick. Good results for such little effort... :P
Posted 18 years ago2005-12-08 16:18:50 UTC Post #151139
It does say it at the top of the program window.
Yeah a dumb question indeed. I guess I just find all this very interesting.

&lt;rowleybob starts lurking around with mouse pointer at HL programming page.&gt;
Posted 18 years ago2005-12-08 17:33:05 UTC Post #151152
Yeah a dumb question indeed. I guess I just find all this very interesting.
:D

There will be a improved version very soon. I hope. This is still kinda hard. ;)
Posted 18 years ago2005-12-08 18:41:42 UTC Post #151171
nooo... net 1.1!!! lol :nuts: might try it later
Posted 18 years ago2005-12-08 18:46:24 UTC Post #151173
Whats wrong with it?
Posted 18 years ago2005-12-08 18:59:43 UTC Post #151179
nah... nothing. just me downstairs comp is on internet, no games etc. upstairs not on internet, but has Hl etc. so can't get Net 1.1 upstairs... easily.
Posted 18 years ago2005-12-08 19:06:01 UTC Post #151182
Ah, well its only 22 MB i believe.

For those without the .NET Framework, get it here: http://www.microsoft.com/downloads/details.aspx?FamilyID=262D25E3-F589-4842-8157-034D1E7CF3A3&displaylang=en
Posted 18 years ago2005-12-09 04:33:50 UTC Post #151218
Problem (mabye just to do with my computer and stuff): IT can't find mscoree.dll , Does the same thing when my computer starts up it has something to do with my video card i think because i get it when i try start up my ATI catalyst control center :confused:
Posted 18 years ago2005-12-09 04:42:27 UTC Post #151221
Try reinstalling the .NET runtimes.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-12-09 06:12:31 UTC Post #151231
I should have known that, It told me to do that in the mag i have on the Ati control center thing. But thanks for that seventh, Now this thing with the video card wont be bugging me at startup. ( I thought I had the framework thing but i dident)
Posted 18 years ago2005-12-09 07:45:01 UTC Post #151236
Programminghl is sdk coding, and is written in C++. This is vb.NET and is written in vb. Two different things. Im follwing vb.NET class at school, and this is my first program i made without any example code, but still, its quite difficult. You should give it a try.
wow,amazing you didnt respond badly as Elon,ok I'm sry...Of course I will try
:glad:
Posted 18 years ago2005-12-09 08:39:12 UTC Post #151242
Posted 18 years ago2005-12-10 18:02:36 UTC Post #151546
Im still working on it. Screens:

The red text is entered by the user. Here i have created an entity which is the same as the 9mmAR entity:
User posted image
And here is a user defined non existing weapon entity:
User posted image
Im going to add support for Studio Models, which allows weapon and monster entities to have there model shown in Hammer. Ive allready tested custom sizes and custom colors and they work perfectly. What about a tiny info_target entity that is only 2x2x2 in size and with a orange color? Or what about a massive info_player_start that has a size of 256x256x256 with a dark red color? I wouldn't recommend that, though. :) But i allready proved this is all possible with my tool. :)
Posted 18 years ago2005-12-10 18:24:28 UTC Post #151549
lol can you make a env_bevrege that spawns that koso bar model from opfor? :D

Edit:

Never mind... forgot it only edits the fgd. :
Posted 18 years ago2005-12-10 18:36:20 UTC Post #151551
Thats right. :) But "Edits the fgd" is not the correct word for this. It makes whole new entity values. :) Editting existing entities is not possible with this tool.
Posted 18 years ago2005-12-10 18:49:06 UTC Post #151554
So this should be really usefull with that prog that the other dude made to customize the grunt code?
Posted 18 years ago2005-12-10 18:51:04 UTC Post #151555
Yes it is. :)
Posted 18 years ago2005-12-10 18:57:22 UTC Post #151557
So i can have a bunch of different grunts :D Weee!
Posted 18 years ago2005-12-10 18:57:45 UTC Post #151558
Uhm, i geuss so. :)
Posted 18 years ago2005-12-10 18:58:58 UTC Post #151559
Thanks you :glad: bend over and kiss muzzle?s ass
Posted 18 years ago2005-12-10 19:58:25 UTC Post #151574
Posted 18 years ago2005-12-11 06:16:24 UTC Post #151611
I think the form could be a little less fragmented. You don't need to put everything in its own frame.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2005-12-11 13:45:47 UTC Post #151693
Those TextBoxes down there are just temporary. :)
Posted 18 years ago2005-12-13 18:14:49 UTC Post #152171
Updated!
Now over 400 lines of code!

Added support for Studio Models for weapon and monster entities.
Added support for custom entity size and color.

To get the new version, use the link in the first post.

Toy around with it, and create some non existing entities, and see if they show up in Hammer. :)

Will be updated later, with more entities to create!
User posted image
You must be logged in to post a response.