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SDK Overview

The Chivalry SDK lets you create custom maps and modifications for Chivalry: Medieval Warfare. Currently, the SDK is in an "alpha" state. You can start creating mods and maps now, but it will be a month or a few before we've integrated custom maps/mods into the live version of the game.

Warning

The editor will not run on a 32-bit operating system. You might have luck if you try the /3GB switch, but you do so at your own risk.The SDK build in general will not work on Windows XP. Even after this comes out of beta, XP will not be supported for the editor.

Download the SDK

You must own Chivalry to use the SDK. The SDK is now part of the included with Chivalry: Medieval Warfare Beta app. If you own Chivalry: Medieval Warfare, go into your Steam library and you'll see the beta there as well.

Note

You need .NET 4.5 to start the game or the editor, otherwise it will crash. Download .NET 4.5.

Getting started

If you've used UE3's editor in the past (from UDK or otherwise), see Chivalry-specific instructions for experienced UE3 Editor / UDK users

If you've never used UE3's editor, or you want this information explained in other ways, see Getting started with map editing and Getting started with mod creation

. Just browse to the chivalrymedievalwarfare directory within your Steam Library. 

Getting started

See Getting started with map editing for the map editing side, or Tutorial: Creating the "Giant Slayers" mod for the modding/coding side. Even if you've used an Unreal Engine 3 editor in the past, or worked with UDK, these pages will explain how to do things the Chivalry way.

Example maps

Some example maps are included in UDKGame\ContentSDK\ExampleMaps, demonstrating some custom Chivalry actors and kismet nodes.

Uncooked versions of the Chivalry Medieval Warfare Team Objective maps are also available here: https://mega.co.nz/#!0BRjSYRZ!d-m8FXYHkEl5KSHzUNabNrahrMKfbfTuqQQz2MkyGAs

Further documentation

See Additional Resources, as well as the rest Check out the rest of this wiki (see the links above, or on the bar on the left side of the page)

Known Limitations and Issues

  • Config files and localization files for mod packages are not separated out nicely from the game's
  • There is currently no editorless executable, so the SDK build currently requires .NET
  • There may be issues with dedicated server binaries not loading in some actors in maps. Then, there might not be any issues at all. This requires testing. This will not hamper content creation, and testing content can be done with the client binaries if there are issues.
  • There will be some missing effects and particles. These are fixed internally, but didn't make it to this build
  • Customization is in this build. This is also not up-to-date with our latest internal build. There's a bug that causes all pawns to go blurry when you hit Escape, for instance, and there may be other customization-related bugs.
  • The `log and `warning macros don't work. Whoops. We'll likely be correcting this by including a mod-specific log macro...
  • Don't count on client-side-only modding being available in future releases.
  • There's currently no Steam Workshop integration nor autodownloading or any of that good stuff. Dodododo.Tutorials / Guides has various step-by-step guides
  • Level Design has further information on level design and map editing topics
  • Code has further information on code-related modding topics
  • Animation has further information on animation-related modding topics

Additional Resources has links to further, external resources

 

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