How to Install Source SDK
Note: This installation method is now outdated, click here to read our updated beginners tutorial.
If you are interested in creating maps for Half-Life 2, Portal, Team Fortress 2, or any other Valve game, you first need to know how to install the proper tools to start.
Load up steam and head to your Library. Head over to the Tools tab.
I want to get into mapping and modeling, so I downloaded Source SDK from Steam. But when I press Launch, it says 'preparing to launch Source SDK' and nothing happens after that. A Counter-Strike: Source.
Mar 07, 2014 When can i be editing my own app that will be looking just like a larger destinations asset and then sell it on steam, using source 2 to built it? ( i mean as an indipendent experience, to be distributed outside the official destinations app ). Valve and its suppliers disclaim all warranties with respect to the sdk, either express or implied, including, but not limited to, implied warranties of merchantability, non-infringement, title and fitness for a particular purpose. This program is a crucial part of the Source SDK and can be quite useful for tinkering, debugging model errors, hit-boxes, texture alignment and general viewing. To launch HLMV navigate to your Steam installation and locate the game or game series you wish to use the model viewer for. It may look like the following. If you don't already have Steam installed, download it here. If you don't have an account, signing up is easy, and you don't have to make any purchases to play GoldenEye: Source. Also necessary is Source SDK Base 2007. Steam will install this for you if you don't have it, but you can get a head start by clicking here. You can also find it in.
After you’ve headed to the Tools tab, you should see a list of dedicated server programs and a few other tools. Find and select, “Source SDK”
Be sure to install the tool if it is not already installed.
Once Source SDK is fully installed, you should see a menu that looks somewhat like this:
Before you change anything, be sure to hit, “Reset Game Configurations” under UTILITIES. Once you’ve done that, change your Engine Version to Source Engine 2009 and select the game of your choice. For this tutorial, I’ll be using Half-Life 2: Episode 2.
If you are just interested in mapping, simply double click the “Hammer Editor” on the very top. I never use Model Viewer and Face Poser, so you can experiment with thoughs yourself if you wish.
Wait for the “HAMMER” title to go away before you start. The first thing you might notice is the Messages at the bottom of the editor. Ignore this, it is nothing too important.
Head up to File and select that and hit, “New”. This will load up 4 boxes. Three of the boxes are 2D grids, while one is a 3D view of your map.
The Tools
You may have noticed a bunch of icons on the right side of the window. These are all the tools you will be starting off with.
The Selection Tool
The Selection Tool is mainly used for selecting a block to either move or reshape the block. Selecting the edges of the block, clicking/dragging over the blocks, or clicking the center X on the block will select it. Once selected, the block will appear entirely in a red hue. To unselect, simply click somewhere in the grid.
GitHub - ValveSoftware/source-sdk-2013: The 2013 Edition Of ...
Magnify
Don’t worry about this tool. It is used to zoom in on one of the grids. Using your mouse wheel is much more efficient; however, if you do not have a mouse wheel for some odd reason, this would be the tool for you.
Camera
Another tool you should not worry too much about. This tool simply places a blue circle on your grid that acts as the camera. As you move the camera in the 3D grid, it will also move the blue circle on the 2D grids so you know where you are.
Entity Creation Tool
This tool places what you would call an entity onto the grid. Do not worry about this for now, I will go more in-depth on the Entity Tool in a later tutorial, but basically this is what you would use to create props, like chairs and tables.
Block Creation Tool
Get used to using this tool…a lot. This is probably the most important tool in Hammer. It is used to create blocks, or what you could call floors, walls, ceilings, etc. Once you’ve selected the tool, simply click and drag on one of the grids to place a foundation for where you want to place it. It should appear as a white dotted outline. Once you’ve gotten the block in a position you like, hit ENTER to create it.
Texture Application Mode
This tool is mainly for adding two or more different textures to a single block. Clicking this tool will open a new menu, which will look something like this:
I will go more in-depth on this tool in a later tutorial, so try not to stress out from the looks of this. It’s not as bad as it appears.
Apply Current Texture to Selection
I don’t really know why this tool is here. I never really use this tool at all. What it does is that is applies whatever texture you are currently using to everything you have selected.
![2007 2007](/uploads/1/1/8/5/118537875/796360191.jpg)
Decal and Overlay Appliance Tools
Both these tools add 2D images to your blocks, such as graffiti, blood, dirt, grime, etc. The difference between the two is that you can resize an Overlay, but it uses more memory to process than a decal.
The Clipping Tool
The clipping tool is used to cut a section out of a block. In the picture below, you can see a block and a blue line with two white squares on both ends.
The line is the clip tool. To create it, simply click and drag over the section you want to cut out. The white area of the block will be the part you will keep. Hit enter when you are happy with the results.
Vertex Manipulation Tool
This is used to create complex structures by manipulating the vertices of a block. Select a block, and then click the vertex manipulation button. It should look like this:
I recommend not touching the yellow squares, and only stick with the white squares for now. Click and drag the squares and experiment on what you can make. I will go into this tool in more detail in another tutorial. Hit the selection tool to finish. Try to realistically morph the structure. Making it into something crazy will cause errors.
Non-error causing block after manipulation:
Non-error causing block after manipulation:
Error-Causing:
Applying Textures
And lastly, you need to know how to select a texture to use on your blocks. To the very right of the screen, you should see a menu that looks like this:
Hit browse and look for the texture of your choice. You can even search for specific textures on the bottom of the menu that pops up, by searching, “wall”, “floor”, “ceiling”, “brick”, etc.
Thanks for reading, and have fun!
Next Tutorial: Absolute Beginners’ Guide to Source Mapping
The Squad SDK is the official Squad software development kit. The following is a guide on how to download and set up the Squad SDK.
- 1System requirements
- 5Getting started with the SDK
System requirements[edit | edit source]
Unreal Engine 4 has some specific hardware and software requirements for running the game and editor or developing with the engine, check them before downloading the Squad SDK.
Following are the current system requirements:
Source Sdk Download No Steam
HARDWARE | WINDOWS | MAC OS |
---|---|---|
OS | Windows 7/8 | Mac OS X 10.9.2 |
Processor | Quad-core Intel or AMD, 2.5 GHz | Quad-core Intel, 2.5 GHz |
Memory | 8 GB RAM | 8 GB RAM |
Graphics | DX10 Compatible GPU, 2GB V-RAM | OpenGL 4.1 compatible graphics card |
CAUTION[edit | edit source]
If your computer does not meet the Minimum requirements specifications necessary to run this, you may experience significant problems while modding. The SDK will stutter, lag and crash on you, anything above 8 GB - 16 GB of RAM is recommended for modding in the SDK. Also note that, if you have only 8 GB, close any programs you have that take RAM; Discord and web browsers, etc. If not, the SDK will have 'Fatal Errors' due to lack of RAM and force quit/crash itself. These errors and crashes can happen at any time, so save your mod periodically.
Version history[edit | edit source]
Version | Release date | Highlights |
---|---|---|
1.0 | September 11, 2020 | Update to Release 1.0 |
Beta 21.0 | August 1, 2020 | Update to Beta 21.0 |
Beta 19.0 | May 2, 2020 | Update to Beta 19.0 |
Beta 17.0 | November 25, 2019 | Update to Beta 17.0 |
Alpha 16.0 | October 10, 2019 | Update to Alpha 16.0 |
Alpha 15.0 | July 22, 2019 | Update to Alpha 15.0 |
Alpha 14.0 | June 28, 2019 | Update to Alpha 14.0, release notes with tutorial videos |
Alpha 12.2 | February 1, 2019 | Update to Alpha 12.2 |
Alpha 12.0 | November 29, 2018 | Includes all new assets of Alpha 12.0 |
Alpha 11 | June 6, 2018 | Includes all new assets of Alpha 11 |
Alpha 10 | ???, 201? | First release of the SDK, includes all assets of Alpha 10 |
Downloading the Epic Games Launcher[edit | edit source]
Unreal Engine is the engine used by the SDK itself and also by the game, there are also a lot of tutorials and documentation on the official site on how to use it.
In order to download the Squad SDK, you will need to download the Epic Games Launcher. The Epic Games Launcher is a global launcher that contains several games, Unreal Engine 4 and also several Modding SDK's including the one for Squad.
- Go to the Epic Games Website.
- Click the blue 'Download Epic Games Launcher' button in the middle of the screen.
- Once downloaded, run the installer.
- Sign in with one of the options provided, or sign up for an epic games account.
Downloading & Launching the Squad SDK[edit | edit source]
Once you have downloaded the Epic Games Launcher you should:
The End Of NO-STEAM
- Sign-in using your Account.
- Add the Editor from the Epic Games Store. (Please note you must add the editor from that link, you cannot find the Editor on the Epic Games Installer).
- Navigate to the Library side bar.
- Find the Squad Editor and install it.
After your installation has finished, the 'Install' button will change into 'Launch'. Make sure to click 'Launch' only once (otherwise you would start multiple instances of the editor).
Launching the SDK takes a very long time, particularly for your first start. For more information on this, see #FAQ.
Getting started with the SDK[edit | edit source]
To ask how to get started with the SDK (i.e. Unreal Engine Editor) is like asking 'how to live life'. There is so much to learn, it could never fit onto a single wiki page or even barely an entire wiki. Hence, we have only listed the most useful beginner's tutorial and essential resources you need to know. For all the rest, you have to find out yourself (or ask your fellow modders).
Beginner guides to the Unreal Engine Editor[edit | edit source]
Tutorials related to Squad modding[edit | edit source]
- Official Squad SDK Tutorials (Setting up a Turret Weapon's Aimoffsets, Animating for Turret Weapons, Exporting a Tank & Basic Setup, Setting up an Animation Scene, Turret-based Weapons, Rigging & Importing a Weapon, Sights and Zeroing, Creating and Exporting Animations)
Essential resources on Squad modding[edit | edit source]
- Discord 'Squad Modding Hub' - the official Discord for all things modding in Squad - lots of channels on all kind of modding topics, with lots of information and help from the modding community and the developers. This is your number one resource for modding and a must-be place for any Squad modder.
- Discord 'Squad Chinema Group' - the official Discord for creating awesome cinematics in the SDK
- JoinSquad Modding Forums - the official forums for all things modding.
- SquadMods Github - the source code repository for Squad mods. If you wish to upload your mod, get in touch with StrangeZak#1706 on Discord.
- The Wrench - official monthly newsletter on Squad modding.
- Creating Squad Cinematics - how to create Squad cinematics using the UE Sequencer.
Essential resources on Unreal Engine[edit | edit source]
- Unreal Engine 4 Documentation
Having problems with the SDK[edit | edit source]
Source Sdk Base 2007 Steam
Having problems with the SDK? Is your mod not opening up correctly? Are files missing? Repair the client.
- Locate the 'Modding' Tab, on the far right of all the tabs.
- Click on 'Squad.'
- Next to where it says 'Launch,' click on the SDK settings cog button.
- Click on 'Verify' to repair and download any missing files you may have removed or deleted.
FAQ[edit | edit source]
This FAQ has been compiled to answer the most common questions asked by modders. It contains questions and answers related to the Squadk SDK and the Steam Workshop.
- Q: What engine version should I be using for the Squad SDK?
A: You don't need to worry about engine versions! The Squad SDK automatically comes with the correct engine version when you download it through the Modding tab on the Epic Games Launcher. - Q: I launched the Squad SDK but it's taking a long time to load. What's wrong?
A: If it's the first time you're launching the Squad SDK it will take a while. Load times vary depending on your hardware but you just have to stay patient! It has taken anywhere from 10 to 40 minutes based on general reports from members. There have also been cases where having NVIDIA Shadowplay enabled caused longer load times, so it is advised to disable it while you load up! Make sure not to click 'Launch' several times; loading multiple instances of the editor at the same time will not improve your loading time. - Q: Can my map / mod be added to the base game?
A: Yes! There's a possibility of mods that match the developers' level of quality being added into the base game. Examples of this so far are Al Basrah, Russian ammo crates, Mestia, Kokan and extra vehicle seats, which were all made by community members. - Q: “The editor says my mod was successfully uploaded the Steam Workshop but it's not live.”
A: It is possible that your item is on the Steam Workshop but not Public. This happens if you have not accepted Steam's Workshop Terms of Service. Please accept the Terms of Service, then go to your Steam Profile and look at your Steam Workshop content. Then go to the mod you uploaded and set its visibility to Public. - Q: “I can see my mod on the Steam Workshop but no one else can.”
A: This is because you have not accepted Steam's Workshop Terms of Service. Please accept the Terms of Service, then set your mods visibility to Public. - Q: “I got an unknown error when uploading my mod to the Steam Workshop.”
A: Please post in the Squad Modding Discord channel “Steam Workshop Support”. Please also share your: depot_build_393380.log file. This file is located in Steam/workshopbuilds. - Q: “I can't join the server even though I have all the mods.”
A: Make sure you leave the game and see if mods are downloaded and installed. If it does not work, check whether you are subscribed to a mod, then restart Steam. You will then see Steam Workshop content being downloaded. After it's downloaded, restart the game. - Q: “Why can't I join the server that is currently on vanilla map?”
A: If the server has modded content in its rotation, you will get a message with a link to the required mod, that you will need to install. This means you can't join the server until you have the mod installed. Note: Make sure to restart the game, then download and install the mod. - Q: 'How do I fix the random crashes in the SDK?'
A: Random crashes or Fatal Errors only occur when the SDK is lacking sufficient RAM. You can fix this permanently by buying more RAM or partially by closing every program in the background ranging from Discord, Steam to Spotify then reopening the SDK.
Known Issues[edit | edit source]
- Due to removing a lot of our core art assets some of the physical material setups used by the maps will show errors when loading example maps. This is fine and will not affect your map
- There may be some static weapon assets in the environment folders with broken materials. They are not to be used currently.
- While the default US player models are still in the build they are not setup to be used as a team. (You could figure out how to clone the Russian team though) Please don't try to use them as a faction player without first understanding how they work.
- The actual v12.0 SDK has some bugs in it, more info about you will find in the Discord 'Squad Modding Hub'
Disclaimer[edit | edit source]
The Squad SDK is shipped 'As is' and Offworld Industries offers no guarantee and/or warranty that it will function with your specific hardware setup.EULA is the license of EPIC games when you install Unreal Engine 4. Any violation of those terms is the sole responsibility of the user.
Feel free to rip this stuff apart and poke around but do not attempt to export or reverse engineer assets to any other program. Doing so will result in immediate and permanent loss of access to Squad at Offworld Industries discretion.
Squad Modding Discord Hub[edit | edit source]
If you need support or want to discuss the SDK with other members of the community working on maps, you can join the Squad Modding Hub at this link: https://discord.gg/a9f4FvW
See Also[edit | edit source]
Retrieved from 'https://squad.gamepedia.com/Squad_SDK?oldid=20391'