Software Developer for Symbiant Technologies, full time web developer. Mapping and modding since the days of Doom 2. Sci-fi and cyberpunk fan. My most famous map was "co_angst", the first ever combat map for Natural Selection. I have developer a useful little app called "ModMaker" for working with the Source game engine. I am the Lead Developer for "Exterminatus - Rival Species 2" a Warhammer 40,000 mod for Source.

Report RSS ModMaker V1.4

Posted by on

I've been doing some more work on the ModMaker utility this last couple of weeks. Bug fixing and polishing is never as fun as making stuff from scratch so things have been going more slowly.


I've updated the Icons to blend in better with the new blue default theme for steam. The new mod wizard also got an atheistic makeover, giving it a more dramatic background. The mod list in the main window should now adjust it's width to fit the names of the mods you have installed.

Mod Maker V 1.4 Main Window

The FGD Editor has been overhauled targeted at making a better job of creating new FGDs. You can now include other FGDs and delete Properties from your entities.

I think i've fixed the problem soundscripter had where it was creating an almost blank manifest file by copying one from the SDK base.

I finally got pissed off enough with the folder browser bialog to replace it with my own. This replaces the standard ,NET one used in ModMaker with a new dialog that lets you type the path you want (with auto completion) or select a "special" folder like the Desktop, My Documents or your mod's Source folder.

I've added some Help text to several of the tools, hopefully explaining their workings a bit better.

I've just spend the morning putting together some ModMaker Documentation , which should help you guys get working with it.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: