Creating A Mod

Creating A Mod

Re: Creating A Mod Posted by Sushi on Sat Aug 30th 2003 at 8:45am
Sushi
20 posts
Posted 2003-08-30 8:45am
Sushi
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20 posts 12 snarkmarks Registered: Aug 30th 2003 Occupation: Student Location: Hollywood, California
If I want to make a single player mode for Half-Life, it would just be making maps that load each other. I wouldn't be using any new models or that such. But I would like to have it under the "Custom Game" screen. That would mean I need to make a folder in Sierra/Half-Life. So what I am trying to get at is... If I want to do all that would I need to make any code like all the other single player mods I have played?
Re: Creating A Mod Posted by KoRnFlakes on Sat Aug 30th 2003 at 8:49am
KoRnFlakes
1125 posts
Posted 2003-08-30 8:49am
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
in your mod folder you need a liblist.gam to define what it is. Check some of the other sp mod liblists - edit it with notepad.

Edit: btw this should be in hl editing.
Re: Creating A Mod Posted by Campaignjunkie on Sat Aug 30th 2003 at 4:08pm
Campaignjunkie
1309 posts
Posted 2003-08-30 4:08pm
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student Location: West Coast, USA
You don't need to include any .dlls (client or dlls folder) if your mod isn't going to be using custom code. If there aren't any .dll's, your mod will default the regular HL code.

And yes, this -should- be in HL editing. :rolleyes:
Re: Creating A Mod Posted by Vash on Sat Aug 30th 2003 at 7:45pm
Vash
1206 posts
Posted 2003-08-30 7:45pm
Vash
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1206 posts 181 snarkmarks Registered: Feb 4th 2003 Occupation: Afraid of Spiders
Read vlatitude to find out how to get custom art for your mod/editing your libist.gam
Re: Creating A Mod Posted by Sinner_D on Mon Sep 1st 2003 at 4:04am
Sinner_D
376 posts
Posted 2003-09-01 4:04am
Sinner_D
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376 posts 115 snarkmarks Registered: Oct 11th 2002 Occupation: Freelance mapper Location: Sandiego, CA
if your planning on attempting to make the game look different like DOD and TFC do at the beginning GUI screen, you will want to check/edit many if not all files found in C:/halflife/valve/gfx/shell (dont save in same DIR, you should have a gfx/shell DIR for your own mod)

there are about 69 bmp files currently in my mods gfx/shell folder, also you'll most likely want to include the following files:

strings.lst- allows you to edit the text to the right of the GUI buttons.

colors.lst- allows the editing of some of the GUI color scheme. ( not sure what an .lst file is, but it can be edited by notepad)

i would suggest downloading the SDK, aswell as a few SP mods that seem to have changed alot of stuff to get an idea of what you will beable to, or will want to change for your mod.
Re: Creating A Mod Posted by FIDDLER on Tue Sep 2nd 2003 at 5:25pm
FIDDLER
39 posts
Posted 2003-09-02 5:25pm
FIDDLER
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39 posts 14 snarkmarks Registered: Feb 4th 2003
You would need a .pak file as well if you plan on using custom sounds etc. in your maps etc.  This would prevent the player from having to figure out where all the files go.  That is unless you use the valve original .pak files.

Look at how other mods are laid out in their folder area and just copy that scheme.  Good luck.
Re: Creating A Mod Posted by Sim on Wed Sep 3rd 2003 at 10:26am
Sim
257 posts
Posted 2003-09-03 10:26am
Sim
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257 posts 96 snarkmarks Registered: Sep 30th 2002 Occupation: Student Location: UK
.pak files aren't needed anymore now, you can just have folders in your mod directory for models/sounds/maps etc.  You can make all the files go to the right place via installer (if its a big mod) or a pathed zip file.