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DuctTape: Source Modding Tool (Forums : Development Banter : DuctTape: Source Modding Tool) Locked
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Sep 24 2009 Anchor

DuctTape is a multi-purpose tool to simplify the not-so-fun parts of creating a mod. The goal is to allow modders, novice or experienced, to focus on their creative process rather than performing redundant or boiler-plate work like writing scripts or ironing out SDK issues. Whether you map, model, animate, create textures or create soundcapes, there are tools that can make your job easier.

But enough jabbering. Screenshots are worth a million words!

The file and folder selection dialogs are specialy written to browse both the local and mounted file system, and even warn you when you are about to override a mounted file.
Browse the mounted and local file system

Building of all a mods content can be executed with one click. Even the files used to generate VTFs are remembered so they can be updated from the source images, which includes psd, tga, png, jpg, gif, and many more:

All the build and logging functions are fully threaded and utilize multi core computers to build several models or textures at once (map builds are already multi core!). Click around the interface wont cause the log windows to freeze up like they do in hammer.

Interlopers.net map build log interpreter built in:

And of course we have to have a way to set up map building options, which can be set and stored per map:

Let's see, next some modeling stuff. Forget writing QC scripts - though the editor contains a text mode which will parse and inform you of errors on the fly and stays synchronized with with editing in the 3D and GUI portions:

Many parts of DuctTape include Drag 'n' Drop support from windows explorer and from the file tree seen on the left side (which includes a search and filtering tool):

Though incomplete at the moment (this is still in Alpha/Pre-Beta after all) the 3D viewers support interactive editing. Hit boxes, for example:

As promised, there is also a Soundscape editor with a live preview (though it is currently not DSP or spatially processed):

And of course we must have an easier way to make textures and materials. As mentioned before, when you create a VTF from source images inside of DuctTape, it will remember the process. If you ever change your source images, the build process will automatically rebuild the VTFs. The VMT editor will eventually support a wizard, and a 3D preview with as many shader effects supported as possible:

There is still quite a bit more to DuctTape, but I think that I've spammed enough screenshots for now. Some other features:

  • Search for mods in the SourceMods folder and load them into DuctTape, adding them to gameinfo.txt if needed
  • Checks the status of Steam and the SDK on each launch. They will be updated, or even downloaded and installed if necessary.
  • Several existing SMD analysis and repair tools, including a rig/bone/animation resizing tool. Industrial strength tools like automated LOD and complex collision hull generation are in the works.
  • Launch the mod and external tools from inside DuctTape
  • An OB compatible (and thoroughly complete) MDL decompiler is in the works.
  • Quickly save local copies of mounted content.
  • Automatically checks for updates and will launch the download URL at the users discretion.

Keep in mind, this is Pre-Beta. There are bugs! But in those efforts, DuctTape boasts a built in bug reporting system that launches automatically and can also be launched manually from the Help menu. Unlike many 3rd party source modding tools, DuctTape is 100% opensource, and is in very active development. However, development resources for DuctTape are stretched thin right now. We could desparately use some enthusiatic developers (or donations ;) ). We could also use a bigger user base and more feedback, which is why I'm advertising.

The project website: Ducttape.sourceforge.net

Hope you find it usefull,
coder0xff

Edited by: coder0xff

Sigint
Sigint Designs to Blue Lines
Sep 25 2009 Anchor

Thanks for posting this. I've downloaded it today, and will be trying it out.

projektariel
projektariel Playing Shakespeare
Sep 25 2009 Anchor

Interesting project... do you plan to develop similar toolsets for other engines as well? :)

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Mod DB - Game Modder --> Far Cry meets Shakespeare`s "The Tempest": SturmMOD
Mod DB - Game Writer --> INQUISITOR (revision), WINTERFEST (dialogues), A NEW BEGINNING (dialogues for one chapter), ROMEO&JULIET (co-writer cutscenes)

Sep 25 2009 Anchor

coder0xff made this? if so great work man, you've made an amazing tool. Even if you didn't make it great work on the post its very informative.

Sep 26 2009 Anchor

projektariel wrote: Interesting project... do you plan to develop similar toolsets for other engines as well? :)


Hadn't really thought about it, but I suppose it's always a possibility. Much of it would be reusable I'm sure.

ngs616 wrote: coder0xff made this? if so great work man, you've made an amazing tool. Even if you didn't make it great work on the post its very informative.


Thanks. I did make most of it, but there are a handful of other contributors too (though mostly inactive now). Credits in the help menu. ;-)

lodle
lodle I am Lodle
I pwn Henley.
Sep 27 2009 Anchor

Nice, im sure this will help alot of people

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Frandude
Frandude Cooler than the other side of a pillow.
Sep 27 2009 Anchor

Very, very nice.

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I r gamer emo?

Joe_Shmoe
Joe_Shmoe working on something =P
Sep 30 2009 Anchor

Agreed, this is infact a brilliant idea, and very practical i would imagine, it would be a widely used tool indeed... Though i too am curious to know wether you will create similar tools for other game engines, especially UnrealEngine3 =] im sure alot more others would like to know of any intention to support common used engines, so you should add this project to mods so we can track it... also look into creating tutorials to cover the use of it

But great shtuff man :thumbup:

Edited by: Joe_Shmoe

Gibberstein
Gibberstein Generic Coder Type Thing
Sep 30 2009 Anchor

UT3 doesn't need it - the default tools are pretty nifty :)

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"lets say Portal is a puzzle game, so its a rehash of Tetris"
- Wraiyth points out the craziness of stereotyping games by their genre

Joe_Shmoe
Joe_Shmoe working on something =P
Sep 30 2009 Anchor

oh? havent realy played around much with it yet... will look into once i get working with it, but anything to make things simpler is always welcome =]

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"Mapping is like a book, a map should tell a story without the need to explain anything to the player, instead it should immerse the player into a virtual world and let their imagination do the rest"

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