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Bernier - Source SDK Development Essentials

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Bernier Source SDK Development Essentials
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Develop engaging and immersive mods with Source SDKAbout This Book
  • 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
Who This Book Is For

If youre 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.

What You Will Learn
  • Sculpt the physical world with Hammers 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 Valves 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

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Source SDK Game Development Essentials

Source SDK Game Development Essentials

Copyright 2014 Packt Publishing

All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.

Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the author, nor Packt Publishing, and its dealers and distributors will be held liable for any damages caused or alleged to be caused directly or indirectly by this book.

Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.

First published: February 2014

Production Reference: 1140214

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-592-3

www.packtpub.com

Cover Image by Suresh Mogre (<>)

Credits

Author

Brett Bernier

Reviewers

Dennis Glowacki

Tim Kitevski

Kyle Langley

Kenny Sperling

Mike Taret

Acquisition Editors

Antony Lowe

Meeta Rajani

Content Development Editor

Madhuja Chaudhari

Technical Editors

Mario D'Souza

Venu Manthena

Shruti Rawool

Nachiket Vartak

Copy Editors

Brandt D'Mello

Mradula Hegde

Gladson Monteiro

Adithi Shetty

Project Coordinator

Kranti Berde

Proofreaders

Simran Bhogal

Maria Gould

Indexer

Mariammal Chettiyar

Production Coordinator

Aparna Bhagat

Cover Work

Aparna Bhagat

About the Author

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.

I would like to thank my entire family for all their love and support; I love each and every one of you with all my heart. Court, thank you for the encouragement and free refills on those Sundays I spent writing at the coffee shop. I would like to thank the members and moderators of the Half-Life Mapping forum, twhl.info for creating a welcoming, supportive community. You all have been a fantastic source of inspiration, help, and support. Without you folks, this book would not have been possible.

I'd also like to thank the fine people at Valve Software for supporting the development community, and for granting permission to use their materials in this book.

Unfortunately, during the writing of this book, a close member of my family was taken away. I love and miss you Uncle Lou, this one is for you.

About the Reviewers

Dennis Glowacki is a 3D environment artist at Emotional Robots Inc. and an avid Source engine mod creator. He has released several projects including Strider Mountain, The Citizen 2, and Hypercube: Source. He recently worked on another book called How to Become a Video Game Artist , Sam R. Kennedy , Watson-Guptil , (ISBN: 978-0-8230-0809-4).

I'd like to thank Phillip from PlanetPhillip.com for being a good friend, especially during my Source engine development days and for continuing to support the Source engine modding community. Anyone interested in playing the best Source mods should check out his new website (RunThinkShootLive.com).

Tim Kitevski has for many years worked as a 3D artist within the video game industry. Having worked on various titles ranging from First-Person Shooters to Flight Simulators to Mining Equipment Training, his first steps within this field were with the first Half-Life and its main editing suite, back then known as WorldCraft. Since then he has had a keen interest in the ever-evolving Source engine produced by Valve software. He has spent many years using the Source SDK and its tools for both individual projects and group modding. In doing so, he gained a solid foundation of knowledge when developing the Source engine.

Kyle Langley is a self-taught game designer currently working for Emotional Robots Inc. He has also worked on Free Realms with Sony Online Entertainment and Transformers: Fall of Cybertron with High Moon Studios. He is the author of Learn Programming With Unreal Script , CreateSpace Independent Publishing Platform , which is aimed at teaching beginners the concepts of object-oriented programming as well as the beginning aspects of programming for the Unreal Development Kit. You can find more of his work at his website (www.dotvawxgames.com).

Kenny Sperling is an environmental designer with a passion for interaction and exploration. With experience in both conventional and contemporary design, he develops levels for games as well as real-world landscapes. His design process includes a strong understanding of how people interact with their environments, a drive to pursue sophisticated technical strategies, and a conviction to seek out atypical design solutions.

Kenny has designed several award-winning environmental concepts, and has consistently been active in community content development for numerous games, including Counter-Strike (CS:S/CS:GO).

Mike Taret is a passionate 3D artist currently residing in Chicago, USA; he also lived for about 13 years in France. Also known as "Az", he has been modding Source for seven years now, and is currently working on a mod called SourceForts 2 with several other people across the world. He considers himself a 3D generalist with his strongest skills focused around hard-surface modeling, texturing, and problem solving. He has worked with many software and engines such as Source SDK, UDK, Autodesk Maya, Autodesk 3ds Max, Photoshop, and a few others. You can find some of his work at www.az3d.net.

I'd like to thank my parents for supporting me, Felipe G. Silveira for being a great friend, and Matt Battaglia for pushing me to be what I am now.

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