Modding
Modding
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A look at DMC:Refragged's remake of DCDM2, originally created by Dario Casali.
A look at DMC:Refragged's remake of DCDM2, originally created by Dario Casali.
A look at DMC:Refragged's remake of DCDM2, originally created by Dario Casali.
A look at DMC:Refragged's remake of DCDM2, originally created by Dario Casali.

A look at DMC:Refragged's remake of DCDM2, originally created by Dario Casali.

obsolete2

I want to learn how to make mods and custom maps and stuff any tips (for hl2)

I decided to make the toad even more real. I also applied this texture to the viewmodel, but I'm lazy to show it.

I decided to make the toad even more real. I also applied this texture to the viewmodel, but I'm lazy to show it.

playerclip3

I need help recreating the powerbox from hl2 ep1. I found an old page discussing it, but the link to the instructions is broken

im currently working on porting maps from boneworks into the source engine/gmod/hl2! the main menu is finished but the breakroom will be released next week
im currently working on porting maps from boneworks into the source engine/gmod/hl2! the main menu is finished but the breakroom will be released next week

im currently working on porting maps from boneworks into the source engine/gmod/hl2! the main menu is finished but the breakroom will be released next week

obsolete1
Oh yeah Lambdageneration, uhhhhh, right. Uhhhh, modding right.
Was bored like few days ago and I saw that the Half-Life 25th anniversary has a decently clear render of THE toad so I decided to make him real
or something.
Oh yeah Lambdageneration, uhhhhh, right. Uhhhh, modding right.
Was bored like few days ago and I saw that the Half-Life 25th anniversary has a decently clear render of THE toad so I decided to make him real
or something.

Oh yeah Lambdageneration, uhhhhh, right. Uhhhh, modding right. Was bored like few days ago and I saw that the Half-Life 25th anniversary has a decently clear render of THE toad so I decided to make him real or something.

obsolete4
Lately, I've been working on the 2.0 branch for XBLAH's Modding Tool. If you follow our Discord, you may have noticed it's been available as an optional download. I haven't pushed that update to everyone yet because I want to fully implement some changes in the editors, and I'm still not satisfied with how it is.

One thing I've wanted to do for a long time was Particle Editor. This is something I wasn't able to do when I started building this tool because I didn't have the know-how. But then I did my research on 3D rendering and got that Building Generator working. Sure, that feature isn't that useful, most people will agree. But I got the know-how of reading Source's materials and models and rendering them in real time, without any external tools. So this means I can basically render anything I want, Source related. This means... I can render Particles!

Now to the next problem. Particles are encoded files. They aren't just plain text files. This was also something that held me back. But I've learned that particle files are DMX files, or Datamodel Exchange Format. This is a file format Valve uses to store KeyValue data, but with more details than a simple text file.

So, what am I working right now? On a DMX Editor. You will notice the next updates will feature a KeyValue editor. That's the barebones of the Editor I wanna make. And the next step is the DMX Editor, which is basically an extension of the KeyValue editor. VIDE already have this, but it stopped there.

So this DMX Editor, plus the Building Generator renderer (the same used in the Details Editor) will be combined to create a truly Particle Editor. Something like the Soundscape Editor, where you will be able to add/change parameters and preview how your particle system will look like. If everything goes according to the plan, you will also be able to browse existing particles. Something you can do in Hammer++, yes. But it's a feature, nonetheless.

Anyway, thank you all for the support during 2023.

Lately, I've been working on the 2.0 branch for XBLAH's Modding Tool. If you follow our Discord, you may have noticed it's been available as an optional download. I haven't pushed that update to everyone yet because I want to fully implement some changes in the editors, and I'm still not satisfied with how it is. One thing I've wanted to do for a long time was Particle Editor. This is something I wasn't able to do when I started building this tool because I didn't have the know-how. But then I …

(Edited)
obsolete2