Source SDK Game Development Essentials

Source SDK Game Development Essentials
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Table of Contents
Sample Chapters
  • Create maps and mods using the tools provided with Source SDK
  • Learn how to use Hammer to create your own game worlds
  • Create goal-driven A.I. sequences and scripts
  • Master Source SDK tools with ease with step by step tutorials

Book Details

Language : English
Paperback : 294 pages [ 235mm x 191mm ]
Release Date : February 2014
ISBN : 184969592X
ISBN 13 : 9781849695923
Author(s) : Brett Bernier
Topics and Technologies : All Books, Game Development, Other

Table of Contents

Chapter 1: Getting Started with the Source SDK
Chapter 2: Grasping Hammer
Chapter 3: Shaping Your World
Chapter 4: Textures, Terrain, and Props
Chapter 5: Importing Custom Content
Chapter 6: Lighting and Compiling
Chapter 7: Triggers and the Input/Output System
Chapter 8: Trains and Camera Systems
Chapter 9: NPC Movement Basics
Chapter 10: Advanced NPC Scripting
Chapter 11: Source Particle Editor
  • 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 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
  • Chapter 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
  • Chapter 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
  • 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
      • Checking for problems
      • Running BSP
      • Running VIS
      • RAD
      • Compiling with HDR
      • The Expert mode
      • Checking for and fixing leaks
    • Cubemaps
    • Adding color correction
    • Summary
  • Chapter 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
  • Chapter 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
  • Chapter 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
      • Making it work
    • Summary
  • Chapter 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
    • Creating squads
      • Your first squad
      • Scripting a flank
        • Creating a schedule and a path
        • Math counter
        • Setting up our soldiers
    • Summary
  • Chapter 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

Brett Bernier

Brett Bernier has been a creator since he could hold a LEGO brick and a gamer since he was old enough to hold a controller. After his father introduced him to First-Person Shooters, it didn't take long for him to want to create his own world. A lunch time discussion with Chris, his childhood friend and band mate, inspired him to take action and download Valve's Hammer 3.4 to create a Counter-Strike map. While looking for mapping tips online, he stumbled across a small, close-knit community of Half-Life mappers at The Whole Half-Life (TWHL). Brett, also known as Tetsu0, quickly honed his skills with the help of the community's tutorials and forums. When the Source SDK launched with Half-Life 2, he was hesitant to make the jump from GoldSource (Half-Life) to Source (Half-Life 2), but once made, he did not look back. He is currently employed as a Control System Technician at ETTER Engineering in Bristol, Connecticut, and is pursuing his Bachelor's Degree in Electronics Engineering Technology at the University of Hartford. He has been creating maps for the Half-Life game series since 2002.

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What you will learn from this book

  • Sculpt the physical world with Hammer’s easy-to-use block and terrain tools
  • Make visually engaging environments with props and textures
  • Use lighting and color correction to create immersive atmospheres
  • Import your custom content into the game
  • Script special events using the powerful input/output system
  • Control the non-playable characters to bring life to your world
  • Manipulate the A.I. to choreograph assaults, battles, and squad movements
  • Create an infinite amount of particle effects with the particle editor

In Detail

The 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 how to stay organized, map efficiently, and avoid the most common mapping mistakes.

This practical guide begins by setting you up with Source SDK and a 3D development environment. Through a series of guided tutorials, you will learn what it takes to create a professional, polished map or mod.

You will learn how to create varying types of worlds, from underground labs to flowing outdoor terrains. You will also learn how to bring life into your world with advanced texturing, lighting, and decorating techniques. Towards the end of the book, we will learn how to create goal-driven A.I. sequences and scripts to choreograph epic battles and take control of your enemies and allies.

The content has been developed using the illustrations from Half Life Episode 2


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 step-by-step explanations.

Who this book is for

If you’re a keen gamer who wants a bit more out of your favorite game and wants to 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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