I'm not sure if any of you would know much about this, but how would you go about modding games? I've been googling around and it's still pretty unclear what kinda things you would have to know. Scratch has really sparked my interest in programming but I'm not sure where to go next. I'm not really interested in web development like html, css, javascript, ect. Any help would be appreciated.
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veggieman001 wrote:
What games?
Games like grand theft auto, saints row, team fortress 2. I'm not talking about modding for cheating, just things like making new maps, cars, ect.
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dont ask me
ask like programming freaks or something
Last edited by 777w (2011-11-19 14:47:53)
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You'd need to understand how programming works as a whole, R* make their own engines for games.
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my-chemical-romance wrote:
You'd need to understand how programming works as a whole, R* make their own engines for games.
Yeah I know, that's what is kinda confusing me. How do you mod the game if you don't have access to the engine they use...
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awesomestickdude wrote:
my-chemical-romance wrote:
You'd need to understand how programming works as a whole, R* make their own engines for games.
Yeah I know, that's what is kinda confusing me. How do you mod the game if you don't have access to the engine they use...
i dont think you do
i do think you should destroy the 60 second rule regardless of whether or not you have access to his engine
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It really depends on the game.
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CheeseMunchy wrote:
It really depends on the game.
Ok let's say I wanted to make a team fortress 2 map. Where would I start?
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awesomestickdude wrote:
CheeseMunchy wrote:
It really depends on the game.
Ok let's say I wanted to make a team fortress 2 map. Where would I start?
i've never played it so idk.
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awesomestickdude wrote:
veggieman001 wrote:
What games?
Games like grand theft auto, saints row, team fortress 2. I'm not talking about modding for cheating, just things like making new maps, cars, ect.
To make a simple GTA mod, edit it's config files. Cars require modelling.
To make a TF2 map, Go into your steam library, and click tools. Download the source SDK, and open hammer. I plan to make a bunch of tutorial maps for hammer, in which there is a scenario of the map (Items in the wrong place, no spawns ect). The video will show you how to do it, and then you can edit the map to complete the task.
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coolboy2009 wrote:
awesomestickdude wrote:
veggieman001 wrote:
What games?
Games like grand theft auto, saints row, team fortress 2. I'm not talking about modding for cheating, just things like making new maps, cars, ect.
To make a simple GTA mod, edit it's config files. Cars require modelling.
To make a TF2 map, Go into your steam library, and click tools. Download the source SDK, and open hammer. I plan to make a bunch of tutorial maps for hammer, in which there is a scenario of the map (Items in the wrong place, no spawns ect). The video will show you how to do it, and then you can edit the map to complete the task.
Thanks! What's your steam username? Just in case I have some questions.
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awesomestickdude wrote:
coolboy2009 wrote:
awesomestickdude wrote:
Games like grand theft auto, saints row, team fortress 2. I'm not talking about modding for cheating, just things like making new maps, cars, ect.To make a simple GTA mod, edit it's config files. Cars require modelling.
To make a TF2 map, Go into your steam library, and click tools. Download the source SDK, and open hammer. I plan to make a bunch of tutorial maps for hammer, in which there is a scenario of the map (Items in the wrong place, no spawns ect). The video will show you how to do it, and then you can edit the map to complete the task.Thanks! What's your steam username? Just in case I have some questions.
Steam: Everyoneisspy!
As a note, My PC containing steam broke. I might install steam on my dads notebook again to talk if needed.
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coolboy2009 wrote:
awesomestickdude wrote:
coolboy2009 wrote:
To make a simple GTA mod, edit it's config files. Cars require modelling.
To make a TF2 map, Go into your steam library, and click tools. Download the source SDK, and open hammer. I plan to make a bunch of tutorial maps for hammer, in which there is a scenario of the map (Items in the wrong place, no spawns ect). The video will show you how to do it, and then you can edit the map to complete the task.Thanks! What's your steam username? Just in case I have some questions.
Steam: Everyoneisspy!
As a note, My PC containing steam broke. I might install steam on my dads notebook again to talk if needed.
Ok
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Right. Heres a difficulty scale for Source Sdk mapping.
Simple: Portal (You need a spawn, a map and an map end trigger. That's it.)
Medium: TF2 (For beginners, set up a CTF map. You need no outputs to create a map. Placing all the CTF entities makes the game know it's a CTF map, and will add a Description and HUD)
Hard: GMod or any Source mod (To set it up, open "edit game configs" on any mod compatible game that isn't TF2, and pick the files needed. Open hammer and enjoy)
VERY Hard: HL2 (You need to create a mod, unless your willing to make people use command codes, which is a terrible. Creating a mod involves a bit of programming. Avoid HL2 at all costs unless testing stuff.)
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What coding language do you need to know for source games?
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awesomestickdude wrote:
What coding language do you need to know for source games?
For hammer, no programming is needed. For a source MOD, you need Visual basic, and a program called Notepad+. I recommend going on VALVe's official Mod support site, "VALVe developer community" to get started. It's a great place for starters.
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coolboy2009 wrote:
awesomestickdude wrote:
What coding language do you need to know for source games?
For hammer, no programming is needed. For a source MOD, you need Visual basic, and a program called Notepad+. I recommend going on VALVe's official Mod support site, "VALVe developer community" to get started. It's a great place for starters.
Alright, thanks.
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Do you need any help?
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777w wrote:
dont ask me
ask like programming freaks or something
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awesomestickdude wrote:
veggieman001 wrote:
What games?
Games like grand theft auto, saints row, team fortress 2. I'm not talking about modding for cheating, just things like making new maps, cars, ect.
depends highly upon the game and the engine they use
In a few games u cannot change things more then a cpu model , but in others with engines like Source or Storm are so much moddable that you can craft anything out of them.
It basically requires a Real programming language knowledge such as C++ or C or Visual Basic etc. if you want to change the AI and functionality of the game.
While for stuff like models u need tools like valveHammer or QuArK. etc.
Though with programming knowledge of languages like C++ or C you should be able to craft your own mini games pretty easily
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777w wrote:
dont ask me
ask like programming freaks or something
You posted here.
You'll have to find out the language they use, learn it, put the disc in some kind of thing that connects to your comp, and mod away.
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soft319 wrote:
Here's how I do it:
Open 7-zip.
Browse to (MY NAME)\Appdata\Roaming\.minecraft\bin\
Open minecraft.jar
Open 7-zip again.
Go to where I downloaded the mod.
Open mod.
Copy files into minecraft.jar
Done!
Thanks for not reading the original post at all -.-
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Ok guys, here is the basics for Hammer World editor.
How to setup:
1: Own any game that supports the "Source SDK". Basically, have any game made by VALVe, such as TF2.
2: In Libary on steam, click the drop down menu and click Tools.
3: Now, the Engine as had some updates, so some games need separate tools. If you are mapping for Portal 2, L4D or L4D2, find that game's SDK. If you are mapping for TF2, HL2 or Portal, download the source SDK.
4: To map for the game, play the game at least ONCE. This creates the games info files, which the SDK needs.
5: Click the engine, and the game you want, and press "Hammer".
Building a map:
You will find when you set up a new map that you have a few grids. Click the "Block" tool (The white cube) And experiment to see which grid does what. Next, create a cube with some room inside it. (A quick way is to make one block, and use the "Make hollow" tool, and in the value, press -32.). Next, click the light bulb tool (the entity tool) and click inside your block. It should spawn a Green Gordan Freeman. If not, Press CRTL+T with the entity tool and type in "Info_playerspawn".
Now, save your map and compile. Before you compile, have the game open. Have the command console open and type in Map [Mapname here]. It should load.
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