LEADER 05414nam 2200673 450 001 9910464055303321 005 20200520144314.0 010 $a1-84969-593-8 035 $a(CKB)2670000000530691 035 $a(EBL)1611833 035 $a(SSID)ssj0001168496 035 $a(PQKBManifestationID)11639259 035 $a(PQKBTitleCode)TC0001168496 035 $a(PQKBWorkID)11144724 035 $a(PQKB)11044472 035 $a(MiAaPQ)EBC1611833 035 $a(PPN)228020409 035 $a(Au-PeEL)EBL1611833 035 $a(CaPaEBR)ebr10842108 035 $a(CaONFJC)MIL577617 035 $a(OCoLC)871223829 035 $a(EXLCZ)992670000000530691 100 $a20140311h20142014 uy 0 101 0 $aeng 135 $aur|n|---||||| 181 $ctxt 182 $cc 183 $acr 200 10$aSource SDK game development essentials $edevelop engaging and immersive mods with source SDK /$fBrett Bernier ; cover image by Suresh Mogre 210 1$aBirmingham, England :$cPackt Publishing Ltd,$d2014. 210 4$dİ2014 215 $a1 online resource (294 p.) 225 0$aCommunity experience distilled 300 $aIncludes index. 311 $a1-84969-592-X 327 $aCover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 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; Chapter 2: Grasping Hammer; Terminology; Brush; Entity; World; Void; Settings; Loading Hammer for the first time; The Hammer overview; Viewports 327 $aThe Map toolbarThe 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; Chapter 3: Shaping Your World; Creating your first room; A crash course on compiling 327 $aBasic brushwork techniquesCloning 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 327 $aChapter 4: Textures, Terrain, and PropsUsing 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 327 $aCreating propsCreating static props; Creating physics props; Creating dynamic props; Summary; Chapter 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; Chapter 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 327 $aCompiling concepts 330 $aThe Source Authoring Tools are the pieces of software used to create custom content for games made with Valve's Source engine. Creating mods and maps for your games without any programming knowledge can be time consuming. These tools allow you to create your own maps and levels without the need for any coding knowledge. All the tools that you need to start creating your own levels are built-in and ready to go! This book will teach you how to use the Authoring Tools provided with Source games and will guide you in creating your first maps and mods (modifications) using Source. You will learn ho 606 $aComputer animation 606 $aComputer games$xDesign 606 $aComputer graphics 608 $aElectronic books. 615 0$aComputer animation. 615 0$aComputer games$xDesign. 615 0$aComputer graphics. 676 $a006.696 700 $aBernier$b Brett$0997050 701 $aMogre$b Suresh$0908860 801 0$bMiAaPQ 801 1$bMiAaPQ 801 2$bMiAaPQ 906 $aBOOK 912 $a9910464055303321 996 $aSource SDK game development essentials$92286499 997 $aUNINA LEADER 01285nas 2200469-a 450 001 996212100103316 005 20230203213020.0 011 $a1687-8469 035 $a(DE-599)ZDB2461349-6 035 $a(OCoLC)316329210 035 $a(CKB)1000000000440221 035 $a(CONSER)--2010250652 035 $a(EXLCZ)991000000000440221 100 $a20090319a20089999 --- - 101 0 $aeng 135 $aurmn||||||||| 181 $ctxt$2rdacontent 182 $cc$2rdamedia 183 $acr$2rdacarrier 200 10$aJournal of oncology 210 $a[Cairo] $cHindawi Pub. 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