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Source SDK: Mastering the Source
Reference material by Wikibooks contributors. This retains its source identity and is not 411 news reporting.
Welcome to Source SDK: Mastering the Source, a featured wikibook that will help you understand and master the difficulty that is the Source SDK. This book will guide you through all aspects of Valve's Source: Software Development Kit, and help you across the road to designing, modeling, and creating new games with Source.
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Overview
Welcome to the wiki book Source SDK: Mastering the Source, and most importantly, the Source SDK itself. This chapter will teach you the very basics of the Source SDK and this book concerning it.
/What is Source?/
/About this Book/
/How do I get Source?/
/Application Browser/
Table of Contents
Section One: The Hammer World Editor
Chapter 1: Getting Familiar
Navigating your way through the Hammer Editor's features will take some getting use to. This chapter is going to teach you where to find all the different buttons, flips, and switches so that you know where to find something when you need it.
/What is Hammer?/
/The Control Bar/
/File Menu/
/Edit Menu/
/Map Menu/
/View Menu/
Tools Menu
Instancing Menu
Window Menu
/Help Menu/
The Menu Bar
The Tool Bar
The Four Viewports
Selection Box
Texture Box
Entity Box
VisGroups Box
Status Bar
Chapter 2: The Basics
Time to get crack'n, this chapter will familiarize you with all of Sources shapes and editors. Don't worry, we'll only be introducing you to what kinds of materials there are, we won't be getting into any advanced editing and construction just yet.
Simple Meshes
/Blocks/(squares and rectangles)
Cylinders
Cones
Wedges
Spheres
Arches
Simple Editing
Transform Tool
Make Hollow
Carve
Simple Texturing
Texture Tool
Texture Types
Changing Texture size
Multi-face Texturing
Nodraw
Simple Entities
Spawn Points
Simple Lights
Basic Props
Prop Statics
Prop Physics
Prop Dynamics
Doors
Saving and Compiling
Saving your Map
Compiling Basics
Making a Skybox
Common Compiling Errors
Creating a Prefab
Our First House
/Making a House/
Making the Land
House Basics
Texturing
House Advanced
Furnishing our House
Compiling our House
Chapter 3: Entities
This chapter will familiarize you with all known entities in the Hammer Editor. Entities are a critical and necessary component in all forms of Hammer level design and construction.
Point Entities
Brush Entities
Chapter 4: Advanced
Meshes and Editing
Lighting
Textures
Entities
Chapter 5: Going Pro
Half-Life 2 Mapping
Tools and techniques used specifically when mapping for Half-life 2 or it's episodes.
Entities
/Items/
/NPCs/
Weapons/
Counter-Strike Mapping
Tools and techniques used specifically when mapping for Counter-Strike.
Left 4 Dead Mapping
Tools and techniques used specifically when mapping for Left 4 Dead, or Left 4 Dead 2.
Common Errors
Other Help Resources
Valve Developer Community
World of Level Design
ModDB
Section Two: Other Applications
Chapter 1: The Model Viewer.
Chapter 2: The Face Poser
Chapter 3: ItemTest
Section Three: Documentation
/Release Notes/
/SDK Reference Docs/
Section Four: Create a Mod
Photos for this book
/Photos/
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Video game development Game design
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