Preface

Source SDK Development Essentials outlines the essential knowledge one needs to create maps and scripts for games using Valve's Source Engine. Valve, the videogame company behind Source, releases a Software Development Kit (SDK) with each game they produce. Counter-Strike: Source, Counter-Strike: Global Offensive, and Team Fortress 2 might be household names for some gamers, and the maps in those games were created with the Source SDK. Valve also released the Source SDK base for free in 2012, so anyone can download it and start creating for free.

This book is a walkthrough of the steps required to start producing professional environments and scripts. Because it's the same set of tools the professionals use, you can get the same professional results! This book is meant for gamers who want to get more out of their game, get their ideas down in 3D, and do it all without the need for any coding knowledge.

What this book covers

Chapter 1, Getting Started with the Source SDK, serves to get you situated with the tools and introduces you to Steam, the SDK, and Mod creation.

Chapter 2, Grasping Hammer, is where you will spend most of your development time. This chapter will introduce you to your new tools, and teach you how to navigate in 2D and 3D spaces.

Chapter 3, Shaping Your World, teaches you how to create and modify brushes while introducing you to some key terminology. The brush is the basic building block of any source level.

Chapter 4, Textures, Terrain, and Props, teaches you how to detail your world by adding textures to brushes, creating flowing terrain, and placing prop models.

Chapter 5, Importing Custom Content, teaches you how to create your own textures and import custom content. Lots of mods and maps have their own custom content.

Chapter 6, Lighting and Compiling, teaches you how to bring light to your creations. It also covers compiling concepts and error checking.

Chapter 7, Triggers and the Input/Output System, teaches you how to master this system. The Input/Output system is the heart and soul of Source's scripts.

Chapter 8, Trains and Camera Systems, brings life to stationary objects. It also teaches you how to use different types of cameras.

Chapter 9, NPC Movement Basics, teaches you what it takes to get Non-Playable Characters (NPCs) moving in this chapter. NPCs play a huge role in storytelling and immersion.

Chapter 10, Advanced NPC Scripting, teaches you how to create squads and control NPCs on a more macroscopic scale.

Chapter 11, Source Particle Editor, teaches you the ins and outs of Source's powerful particle editor. Particles play a key role making believable special effects.

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