专题栏目:ARVRMR虚拟现实

《Source SDK Development Essentials》

书籍简介:

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.

作者简介:

Brett Bernier

出版时间:

2014-02-21

章节目录:

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

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

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

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 Too
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
Summary4. 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

Importing Custom Content
Creating materials
Setup
Creating a VTF file
Creating a VMT file
Using VTFEdit
Importing other materials
Importing models
Importing sounds
Summary

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

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

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

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

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

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

封面图:

发表评论

相关文章