Это старая версия документа.
Welcome to the XashXT Cookbook! This is a compilation of tutorials from various sources such old archives and other tutorials designed specifically for Xash3D engine and the XashXT modding toolkit! This guide also includes some articles that are a must read for people who want to pursue modding for XashXT.
This guide is created by CRxTRDude as a little archive of knowledge and a makeshift 'documentation' of progress for his mod Nikki Shore and now is sharing them with the community and even to people who aspire to make games with the Xash3D engine.
For further discussion and additional suggestions about the cookbook, see this CS-Mapping thread.
Well as it says, XashXT is just a mod for Xash3D, a Russian open-source game engine compatible with GoldSrc, the Quake-derived engine that powered Valve Software's 1998 Game of The Year, Half-Life and subsequent expansions and mods such as Day of Defeat, Team Fortress Classic and Counter-Strike before the release of their more beefier and better Source engine. The engine improves on GoldSrc in many ways, from having extending the engine's limits, to adding new capabilities to the engine, making it a robust and if not better engine than GoldSrc, which is now out-shined by it's superseding engine. The engine is highly compatible with Half-Life, it's single-player expansions and the various single-player mods. Emphasizing single-player, because as of this date, the multi-player functionality is still on the process and will be fixed soon. So far, almost all the functions of Half-Life are compatible to the point that it's not that distinguishable anymore from it's original GoldSrc engine. For more information on the features, check the ModDB feature list here.
The XashXT mod (originally XashMod) is a complete Software Development Kit for Xash3D. Complete, because the mod can also run without Half-Life resources, hence you can make even a full game with just XashXT! This guide or 'cookbook' is just a little compendium on how to add more functionality and stuff to XashXT compiled from various sources. This includes old Half-Life programming sites, TWHL (a very good resource site) and the HLFX.ru forums. This guide just simplifies the process of finding such sources and makes them compatible for XashXT use.
From the original help file:
This is a question that you ask yourself first. Well, you of course need Xash3D and XashXT, right? That is if you want to play mods or just Half-Life but if you want to mod XashXT, you'll need a little extra programs that will help you. Here are the list of things you need to make your mod and play them as well:
There are more programs that I want to mention, but I couldn't list them all here. I'll try to update this if I can.
Now that you've downloaded a massive heap of ZIPs and EXEs, it's time to put them to good use.
You need to setup a folder where you place your Xash3D engine. I placed mine in my other drive so that C:/ will not be used for anything other than Windows and important stuff that cannot be placed in C:/.
Now that we placed that, follow the instructions from this link. This will get you up to speed in properly installing Xash3D with the Half-Life resources. I assume now that you've finished this step in the process. Now, install XashXT by extracting the zip to the Xash3D installation folder. Your folder should look like this.
Take note of where the Xash.exe and the /xash folder is located. This is to signify that you've installed it correctly. Now that you've done that, there is another step to do before you start modding …
For me, organization is key. Therefore, we need to organize the current development kit and put the stuff we need there.
We need this step because it's confusing to place /devkit to the same folder as the XashXT binaries, so we need to MOVE the /devkit folder, particularly just outside the Xash3D installation folder. Here's what my Applications folder (where I installed Xash3D) looked like.
You see that the /devkit folder is there alongside Xash3D. We can now start adding more tools there.
This is important especially if we use Hammer. FGD is the file used by the Hammer Editor to associate the entities of the mod to the maps. This step is done in particular for Hammer 3.5 and Jackhammer where you can see the models that it holds and allows you to visualize your map making better.
Wally and PakScape can be extracted alongside the /devkit folder, preferably in the /tools folder. The Sprite Explorer and GCFScape are installers, so they need to be installed in the computer (although GCFScape has an archive version, it's better to use the installer to make your files associated with the program)
If you want to program the mod, you will need Visual C++. Don't worry if it's intimidating to you. The tutorials will make it easier for you to understand coding and programming as you read on through it (after all, I'm actually a nurse by profession. This one is just a hobby. ;) ). As usual of installing anything, Installing C++ is no different. You follow the steps, if you're required to type something, you type it (you know what I'm talking about here) and as you progress through installing, you'll be prompted, yadda, yadda. But there are things that you need to know before you install VC++ 6:
From there, you can play Half-Life or other mods. But why stop there? You can continue and start making the mod already now that everything is set-up! You can now continue the tutorials in sequence.
|Recipes||Coding recipes||2D art recipes|
|References||Half-Life Model Reference||XashXT Entity List|
This is created for the modding community as fair use. Some of the tutorials are acquired from old sources as well as from TWHL. The articles and recipes provided are owned by their respective owners.
Half-Life and GoldSrc are (C) Valve Corporation.
Xash3D is (C) Uncle Mike.
XashXT is (C) The XashXT Team.