Small Disclaimer before you continue
TWHL is a site that focuses on GoldSrc (GoldSource / Half-Life Engine), the best place to look for Source Tools will always be the
VDC ( Valve Developer Community), so this page will be kept simple, as there is no way that we can add as much (or more) Info than the VDC has. This page is mostly a compilation, of the best and most useful Tools that mappers / modders use.
General Modding / Mapping for the Source Engine
Map Editors
- Valve Hammer Editor (Hammer 4.x) - Included with every Source game install, along with the corresponding compilation tools.
You should use an editor like Hammer++, which is a vastly improved version of the Valve Hammer Editor, adding features such as a (rough) lighting preview, gizmos, instances, 3D skybox previews, particle FX etc.
- Hammer++ - Provides a Hammer style Workflow, while adding new features such as a lighting preview, gizmos, prefab support, 3D skybox previews, instances and more.
- Slammin' Source Map Tools - A modified version of the Valve Hammer Editor, also including new features.
Game Data Files (FGDs)
In order to use the point- and brush-Entities, you'll need an FGD File.
Most (if not all) Source games, provide their own FGD file, so you'll have to find them under a specific path.
This path in most cases is:
steamapps\common\<game>\bin\<game>.fgd
- VCT (Valve Compilation Tools) - These are provided with every Install of a Source Game, along with the VHE
- Slammin' Source Map Tools - These tools come with Compilation Tools already provided to take advantage of newer Hardware and Editor Feautures.
You dont have to use the Slammin' Source Map tools with the Slammin' Hammer Editor, you can use the Slammin' Compilation Tools while using Hammer++ (or any other compatible Editor.)
- Valve Batch Compile Tool - This tool is a GUI Based Tool which uses the VCT to compile Maps without using the Hammer Interface, this allows the Tool to use more of your Computers Resources.
- Compile Pal - Compile Pal is a Compiling Tool Frontend (GUI-Based aswell), which means its also able to run outside of Hammer, while also allowing to use more of the Computers Resources as there is no Editor running. The Features of Compile Pal include multiple Compiling Presets, batch compiling, and auto Detection of the last SDK that was run.
- BSPSource - BSPSource is a GUI-based map decompiler for Source games (some people consider it an unofficial continuation of VMEX). Some of its signature features include, being able to decompile multiple maps at once, extracting embedded assets, and various other features. BSPSource is based on VMEX for its decompilation process. BSPSource supports all Source games.
- Valve Map Extractor - Valve Map Extractor (or more commonly referred to as VMEX), is another decompiler, for Source Engine maps, being able to convert BSP files into .vmf Files for any compatible editor to load. VMEX supports all games up to Left 4 Dead.
- Map Analyst - Small Tool for embedding Materials, Texture, Sounds, and other stuff into a .bsp File.
- Map Obfuscator - This is an obfuscation Tool, used to deter theft of Maps, this Tool works by renaming Entities and making the following of the Logical Flow difficult. Be aware that this Tool may break your map, so always back up your map and make sure you understand the changes and the resulting Consequences.
- VPKEdit - This is a tool for viewing, extracting, and packing VPKs. Some people consider this a better version of GCFScape.
- NekoMDL - NekoMDL is a fork of StudioMDL, adding some new Features, along with a 64-Bit application, faster Compilation using a new algorithm, etc..
- Crowbar - Crowbar is by far the most popular of the MDL compilers and decompilers. This tool is used for every source Game. This tool can decompile VPKs, GMAs, and FPX Packages, individually or as an entire Folder. You can even publish the files as an Addon onto the Steam Workshop.
I am not sure if this page is a very good addition to the wiki. We already have a Tools and Resources page which you could extend with Source-specific tools, but I would highly advise you to consult admins about this first.
I have asked Logic, and he said its fine to have a seperate page, which is why I will keep working on this for now. Please let me know any further feedback you have.
The prevalence of GoldSrc content and guides has more to do with the userbase than the site itself.
The work gone into compiling this list of resources is of course appreciated.
Tarek, this is good work so far. I have some feedback about capitalisation:
Yours: Proper: Most words are not capitalised in English, only personal names and brand/company names are, e.g. "Microsoft Visual Studio" is capitalised, but "Microsoft's code editor" is not capitalised because that's not a branded name, that's just a generic couple of words.
Also please write GoldSource instead of GoldSrc, since that is the convention on TWHL Wiki, even if people sometimes write just GoldSrc (or me personally: GoldSRC) in the forum threads.