Grimwar/Getting started: Difference between revisions
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Clarify custom content navigation and standardize asset examples |
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== A first map == | == A first map == | ||
# Open Vertex from VSDK and save a map as <code> | # Open Vertex from VSDK and save a map as <code>arena_mycustommap.vertex</code> in your own source folder. | ||
# Draw a floor and a few walls. Apply a material from the Grimwar catalog. | # Draw a floor and a few walls. Apply a material from the Grimwar catalog. | ||
# Add <code>info_player_spawn</code> points for Order and Union. Keep them above the floor with room to stand. | # Add <code>info_player_spawn</code> points for Order and Union. Keep them above the floor with room to stand. | ||
Latest revision as of 12:29, 4 October 2026
Install the Grimwar SDK, then choose a small first project.
A first map
- Open Vertex from VSDK and save a map as
arena_mycustommap.vertexin your own source folder. - Draw a floor and a few walls. Apply a material from the Grimwar catalog.
- Add
info_player_spawnpoints for Order and Union. Keep them above the floor with room to stand. - For a first King of the Hill test, add a neutral
game_capture_point. - Open Build, choose Preview and your platform, then Play in Game.
- In Grimwar, host the map with Local access and test movement, spawns, and the capture point.
Continue with Mapping for map naming, entities, thumbnails, and Release builds. Vertex/Editing covers the editor controls.
A custom sound
Open Map → Content…, choose Sound, and import a WAV, Ogg Vorbis, or MP3 file. Select an appropriate playback type, then assign it to an env_ambient entity's Custom Cue. Build and play the map to hear it.
Grimwar/Custom content explains looping sounds, reusable packs, dependencies, and using the same media from a VMod.
A server mod
In VSDK, select VMod and Create…. Edit the generated source, validate it, then build and playtest. A script-only VMod does not need Unity. Follow Grimwar/VMod for a working command example and map-bound scripts.
Keep the editable source. Distribute the generated add-on folder, or build Release and publish it through Grimwar's Addons screen. See Workshop publishing.