Source SDK Game Development Essentials. Develop engaging and immersive mods with Source SDK - Helion
ebook
Autor: Brett Joseph Bernier, Brett BernierTytuł oryginału: Source SDK Game Development Essentials. Develop engaging and immersive mods with Source SDK.
ISBN: 9781849695930
stron: 294, Format: ebook
Data wydania: 2014-02-21
Księgarnia: Helion
Cena książki: 139,00 zł
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Spis treści
Source SDK Game Development Essentials. Develop engaging and immersive mods with Source SDK eBook -- spis treści
- Source SDK Game Development Essentials
- Table of Contents
- Source SDK Game Development Essentials
- Credits
- About the Author
- About the Reviewers
- www.PacktPub.com
- Support files, eBooks, discount offers and more
- Why Subscribe?
- Free Access for Packt account holders
- Support files, eBooks, discount offers and more
- Preface
- What this book covers
- What you need for this book
- Who this book is for
- Conventions
- Reader feedback
- Customer support
- Downloading the example code
- Downloading the color images of this book
- Errata
- Piracy
- Questions
- 1. Getting Started with the Source SDK
- Installing Steam
- Getting your tools
- Instructions for installing Half-Life 2: Episode Two
- The Source SDK tools overview
- The Source SDK
- Installing the Source SDK
- The Source SDK overview
- Applications
- Documentation
- Utilities
- Links
- Creating your own modification (mod)
- Summary
- 2. Grasping Hammer
- Terminology
- Brush
- Entity
- World
- Void
- Settings
- Loading Hammer for the first time
- The Hammer overview
- Viewports
- The Map toolbar
- The Selection Tool
- The Magnify Tool
- The Camera Tool
- The Entity Tool
- The Block Tool
- The Texture Tool
- The Apply Current Texture Tool
- The Decal Tool
- The Overlay Tool
- The Clipping Tool
- The Vertex manipulation Tool
- The selection mode bar
- The texture bar
- The filter control bar
- The object bar
- Navigating in 3D
- Looking around
- Multiple cameras
- Selecting objects in the 3D viewport
- Navigating in 2D
- Moving around
- Selecting objects in 2D
- The grid
- VisGroups
- Summary
- Terminology
- 3. Shaping Your World
- Creating your first room
- A crash course on compiling
- Basic brushwork techniques
- Cloning brushes
- Scaling brushes and objects
- Rotating brushes and objects
- Skewing brushes and objects
- Flipping objects
- The Vertex Tool
- Splitting faces
- The Clipping Tool
- The Carve function
- Another window method
- The Object Toolbar
- Creating cylinders
- Creating spikes
- Truncated cones
- Creating a sphere
- Creating arches
- Standard arch
- Hollow cylinders
- Spiral staircase
- Creating a torus
- Cross Section Preview
- Top View Preview
- Springs
- Creating SkyBoxes
- 2D SkyBox
- Adding light_environment
- Changing the SkyBox texture
- 3D Skybox
- 2D SkyBox
- Summary
- 4. Textures, Terrain, and Props
- Using the Texture Application Tool
- Applying textures
- Aligning textures
- Shifting and rotating textures
- Saving time while aligning textures
- Using different selection modes
- Shifting textures
- Locking textures
- Locking the texture scale
- Applying decals
- Applying overlays
- Creating terrain with displacements
- Creating a displacement
- Using the Paint Geometry tool
- Using the Smooth tool
- Modifying the displacement options
- Using the Raise To option
- Using the Paint Alpha tool
- Sewing
- Subdividing
- Creating caves quickly
- Sculpting
- Carving
- Creating props
- Creating static props
- Creating physics props
- Creating dynamic props
- Summary
- Using the Texture Application Tool
- 5. Importing Custom Content
- Creating materials
- Setup
- Creating a VTF file
- Creating a VMT file
- Using VTFEdit
- Importing other materials
- Importing models
- Importing sounds
- Summary
- Creating materials
- 6. Lighting and Compiling
- Using lights
- Using point lights
- Using spot lights
- Using light environments
- Using dynamic lights
- Using texture lights
- Using projected textures
- Emphasizing lights
- Placing point light sources
- Placing spot light sources
- Modifying Lightmap Grid
- Assigning Smoothing groups
- Compiling concepts
- Checking for problems
- Running BSP
- Running VIS
- RAD
- Compiling with HDR
- The Expert mode
- Checking for and fixing leaks
- Cubemaps
- Adding color correction
- Summary
- Using lights
- 7. Triggers and the Input/Output System
- Creating your first trigger
- Creating a trigger once entity
- Adding outputs to a trigger once
- Creating a trigger multiple
- Input/Output links
- Cascading triggers
- Automatic triggers
- Modifying entity effects
- Using different flags
- Using filters
- The filter activator name
- The filter multi entity
- Creating subroutines
- Summary
- Creating your first trigger
- 8. Trains and Camera Systems
- Track trains
- Player-controlled track trains
- Creating the func_tracktrain entity
- Creating the path
- Tying the track train to the path
- The controls
- Adding detail
- Branch paths
- Controlling entities with GameUI
- Player-controlled track trains
- Point camera
- Multiple cameras
- Panning the camera
- Point_viewcontrol
- The camera
- The camera path
- Tying it all together
- Summary
- Track trains
- 9. NPC Movement Basics
- Using the Model Viewer
- Unpacking models
- Loading a model
- Model manipulation
- Viewing animations
- Making NPCs walk
- Simple NPC movement
- Controlled NPC movement
- The aiscripted_schedule properties
- Triggering the schedule
- Scripted sequences
- Choosing your animation
- Combining sequences
- Actbusy
- Creating the actbusy.txt file
- Your first actbusy script
- Making it work
- Creating the actbusy.txt file
- Summary
- Using the Model Viewer
- 10. Advanced NPC Scripting
- Using nodes
- Using info nodes
- Using hint nodes
- Scripting assaults
- Setting up an assault
- Placing the assault point
- Placing rally points
- Placing assault goals
- Actors to affect
- Setting rally points
- Search type
- Start active
- Rally Point Selection Method
- Setting up an assault
- Creating squads
- Your first squad
- Scripting a flank
- Creating a schedule and a path
- Aiscripted schedules
- Aiscripted schedule flags
- Math counter
- Setting up our soldiers
- Creating a schedule and a path
- Summary
- Using nodes
- 11. Source Particle Editor
- Accessing the tools menu
- Using Particle Editor
- Creating a fire particle
- Creating particles
- Using Emitter
- Using Renderer
- Using Initializer
- Operator
- Particles manifest
- Master manifest
- The map-specific manifest
- The info particle system
- Particle children
- Modifying existing particle systems
- Making fireworks
- Creating the explosion
- Simulating gravity
- Fading and other properties
- A parenting example
- Setting up the shell
- Launching the shell
- Stabilizing the shell
- Setting up the particle
- Adding sound effects
- Tying everything together
- Results
- Summary
- Index