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Source SDK Development Essentials电子书

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1人正在读 | 0人评论 9.8

作       者:Brett Bernier

出  版  社:Packt Publishing

出版时间:2014-02-21

字       数:130.8万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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This book is written by a gamer, for a gamer to guide just about anything with Source SDK giving a firm grasp of all the tools it has to offer using stepbystep explanations. If you’re a keen gamer who wants a bit more out of your favorite game and create your own modifications (mods) and levels with the Source engine, this book is great for you. No programming and Source SDK experience is required.
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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

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

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

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

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

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

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

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

Point camera

Multiple cameras

Panning the camera

Point_viewcontrol

The camera

The camera path

Tying it all together

Summary

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

Summary

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

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

Summary

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

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