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Author Topic: Unoffcial Episode 1 FGD  (Read 2878 times)

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Frostbite

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Unoffcial Episode 1 FGD
« on: June 08, 2006, 12:32:12 AM »

This is just a base this is about a 10minute job but of course this can be useful if you want to add colorcorrection to your maps (currently supported by CSS, HLSDM, HLE1)

Please feel free to add to this FGD
Quote
Instructions:
Copy the text below and place it in notepad then save it as episode1.fgd (make sure all files is selected) then put it in sourcesdk/bin
So sorry if this isn't large enough to be a release =(
just thought it'd be useful for some people
Code: [Select]

///////////////////////////////////////////////////////////////////
// Episode 1 - Unoffcial FGD ///
// Version 0.1 ~~~ By Frostbite ///
///////////////////////////////////////////////////////////////////

// ! Include halflife2 fgd doesn't effect hammer if the fgd is already set in the settings. !
@include "halflife2.fgd"



///////////////////////////////////////////////////////////////////
// Npcs ///
///////////////////////////////////////////////////////////////////

//Todo: Find some stuff for the Ministrider
@NPCClass base(BaseNPC, Parentname) studio("models/ministrider.mdl") = npc_ministrider : "MiniStrider"
[
]
//Zombine FTW! (Todo: look in some maps using ented and find other zombine options)
@NPCClass base(BaseNPC) studio("models/Zombie/zombie_soldier.mdl") = npc_zombine : "Zombine"
[
]

//This is basicly useless since the one from hl2 fgd overrides this...so to get alyx to have a shotgun just type weapon_shotgun in her weapon choice box
@NPCClass base(TalkNPC,Parentname) studio() = npc_alyx : "Alyx"
[
model(studio) : "World model" : "models/alyx.mdl"

additionalequipment(choices) : "Weapons" : "weapon_alyxgun" =
[
"weapon_alyxgun" : "Alyx Gun"
"weapon_shotgun" : "Shotgun"
"weapon_pistol" : "Pistol"
"0"  : "Nothing"
]
]


///////////////////////////////////////////////////////////////////
// Misc Enities ///
///////////////////////////////////////////////////////////////////

//Todo: Add more options
@PointClass base(Targetname) iconsprite("editor/light.vmt") = color_correction : "Color Correction"
[
filename(string) : "Filename" : "" : "Pick a .RAW file made using VALVe's colorcorrection Userinterface."
maxweight(float) : "Maxium Weight" : 1 : "?"
maxfalloff(float) : "Maxium Fall Off" : 20000 : "?"
minfalloff(float) : "Minium Fall Off" : 10000 : "?"
StartDisabled(choices) : "Start Disabled" : 1 =
[
0 : "No"
1 : "Yes"
]
]
//Todo: Add more options
@PointClass Base(Targetname, Parentname) = material_modify_control : "Material Modify Control"
[
materialvar(string) : "Material Command" : "" : "(Not completely sure how this works) Type in a command that would be used in the vmt Ex/ $WARPPARAM"
materialName(string) : "Material Name" : "" : "Type in the path to the vmt that will be modifyed Ex/ models/vortigaunt/eyeball_blue.vmt"
]
« Last Edit: June 15, 2006, 01:49:25 AM by Frostbite »
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Tsunami

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Re: Unoffcial Episode 1 FGD
« Reply #1 on: June 08, 2006, 12:55:36 PM »

What does color correction do, exactly? I can't see any difference when using it.
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Barnz

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AishaCatgirl

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Re: Unoffcial Episode 1 FGD
« Reply #3 on: June 11, 2006, 11:22:04 PM »

What the hell is an FGD and what dose it do anyway?
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Frostbite

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Re: Unoffcial Episode 1 FGD
« Reply #4 on: June 12, 2006, 12:03:45 AM »

It's for mappers
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AishaCatgirl

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Re: Unoffcial Episode 1 FGD
« Reply #5 on: June 12, 2006, 07:52:20 AM »

oh mapper jargon. No wonder I did not understand. *is in no way a mapper or ever could be*
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