![]() \left4dead2\addons\deadline2\materials\vgui\maps To do so, create a new folder named ' maps' under the vgui folder: These serve to provide a visual reinforcement indication for users while they're selecting map "chapters" in the UI. In addition to these two, you'll also want to make thumbnail images for each map in your campaign. Your design should look good against a black background and also allow white text in the foreground to be readable. OutroTitle_DeadLine2.vtf This is a title image that appears behind the end credits/stats. Standard size is 1024 x 1024 pixels with an alpha channel for transparency. LoadingScreen_DeadLine2.vtf This is a poster image that is displayed while your campaign loads. Inside the vgui folder you'll want to place at least two. \left4dead2\addons\deadline2\materials\vgui (Besides, the poster/concept art was likely the first thing you created, wasn't it?) If you haven't already, go ahead and make a materials folder and a vgui folder inside of it: Secondary assets such as poster and thumbnail images are not strictly required, but they can give your campaigns an extra level of polish. It should be noted that L4D2 treats the /deadline2 folder much the same way as the /left4dead folder, so any folders you use inside the /materials and /models that you employ must also be present in your campaign's folder. \left4dead2\addons\deadline2\materials\models dx80.vtx were included for packing.Īnd materials for your models should go under here: Before the October 2010 update, a campaign would crash if. Campaigns with custom models that were released prior to the update will be invisible in-game. dx90.vtx file no longer renames to simply. vtx files are no longer renamed when packed. ![]() Note: Since "The Sacrifice" update, model. MDL and related model files (see exporting and compiling a model) should go under here: VTF materials (see Creating a Material) should go under this folder: In order to keep the size of your add-on small, it's advisable to use as many textures and models from the game as possible.Īdditional. VMT material description files, and custom. The advantage of having a single map function for multiple game modes is size reduction, which can be worth the additional authoring complexity. For this Dead Line tutorial example, there are three map file bsp.nav pairs:įinal map for co-op, versus, survival, scavenge Make a folder called ' maps' inside your add-on project folder: For a campaign, the primary assets are the. ![]() The assets you create will essentially append those shipped with the game. We'll use "deadline" instead of "l4d_deadline" for our example for the sake of readability.Ĭonceptually, this add-on folder will serve as the base “game” folder for your assets, and will mirror the layout in the shipped. You may also include the game in the title, to differentiate it from add-ons for other titles, and optionally a version number. VPK file you'll ultimately create and distribute, so it's good practice to avoid spaces and use all lowercase letters. Make a new folder inside the 'addons' directory, and give it an appropriate name. Note: The 'addons' folder may not exist in your L4D2 Authoring tools install. The correct folder has no hyphen: " addons". " add-ons", make sure it's empty and go ahead and delete it. Note: If you have a folder with a hyphen, i.e. For most users, this will be similar to:Ĭ:\Program Files\Steam\steamapps\common\left 4 dead 2\left4dead2\addons To begin, navigate to the "addons" folder of your Left 4 Dead 2 game install location. The Authoring Tools provides an example Add-on campaign called Dead Line that has source examples. Because the focus of this article is how to assemble the assets into a campaign Add-on, we will assume that you have already learned how to successfully create these assets from this point forward. Mainly, you will be using the Hammer application to create levels, and the other utilities to create custom textures and models.Ī description of how to create these assets is beyond the scope of this tutorial, but you can find useful information in the L4D Level Design Basics Tutorial. This provides you with the applications and utilities you will need to create game content. In order to author content for Left 4 Dead 2, you will need to install the Left 4 Dead 2 Authoring Tools. Create a homepage for the add-on where it can be downloaded by players.Test the VPK thoroughly and make changes accordingly.Pack the contents of the Add-on folder into a VPK file.Create metadata files and place them in the proper sub-folder.Create game assets and place them in the proper sub-folder.Make an Add-on folder and content sub-folders. ![]() There are six basic steps to creating your own custom campaign Add-ons for Left 4 Dead 2:
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