Source SDK game development essentials : develop engaging and immersive mods with source SDK / / Brett Bernier ; cover image by Suresh Mogre |
Autore | Bernier Brett |
Pubbl/distr/stampa | Birmingham, England : , : Packt Publishing Ltd, , 2014 |
Descrizione fisica | 1 online resource (294 p.) |
Disciplina | 006.696 |
Altri autori (Persone) | MogreSuresh |
Collana | Community experience distilled |
Soggetto topico |
Computer animation
Computer games - Design Computer graphics |
Soggetto genere / forma | Electronic books. |
ISBN | 1-84969-593-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; 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
The 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 Basic 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 Chapter 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 Creating 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 Compiling concepts |
Record Nr. | UNINA-9910464055303321 |
Bernier Brett | ||
Birmingham, England : , : Packt Publishing Ltd, , 2014 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Source SDK game development essentials : develop engaging and immersive mods with source SDK / / Brett Bernier ; cover image by Suresh Mogre |
Autore | Bernier Brett |
Pubbl/distr/stampa | Birmingham, England : , : Packt Publishing Ltd, , 2014 |
Descrizione fisica | 1 online resource (294 p.) |
Disciplina | 006.696 |
Altri autori (Persone) | MogreSuresh |
Collana | Community experience distilled |
Soggetto topico |
Computer animation
Video games - Design Computer graphics |
ISBN | 1-84969-593-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; 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
The 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 Basic 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 Chapter 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 Creating 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 Compiling concepts |
Record Nr. | UNINA-9910787878903321 |
Bernier Brett | ||
Birmingham, England : , : Packt Publishing Ltd, , 2014 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|
Source SDK game development essentials : develop engaging and immersive mods with source SDK / / Brett Bernier ; cover image by Suresh Mogre |
Autore | Bernier Brett |
Pubbl/distr/stampa | Birmingham, England : , : Packt Publishing Ltd, , 2014 |
Descrizione fisica | 1 online resource (294 p.) |
Disciplina | 006.696 |
Altri autori (Persone) | MogreSuresh |
Collana | Community experience distilled |
Soggetto topico |
Computer animation
Video games - Design Computer graphics |
ISBN | 1-84969-593-8 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto |
Cover; 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
The 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 Basic 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 Chapter 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 Creating 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 Compiling concepts |
Record Nr. | UNINA-9910815420603321 |
Bernier Brett | ||
Birmingham, England : , : Packt Publishing Ltd, , 2014 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
|