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Level Design Help Files

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Collection of Help Sites for Level Design themed Files
If you wish to add to this, simply reply and I'll add your link in its appropriate category. Thanks to everyone who contributes!

General Level Design Articles & Best Practices

GDC

Source SDK

Communities

Modding

Team Fortress 2

Counter-Strike: Global Offensive

Tutorials

Props

Tools

Unreal Engine 2

Unreal Engine 3

More UE3 related links here: http://itu.dk/people/peder/

 Quake 4

Cryengine 2

Literature

Other Useful Resources

Great Mapcore Topics


Updated by FrieChamp on August 14th, 2014
Updated by 'RZL on June 10th, 2018

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Bumping this,

IF YOU FIND ANYTHING PLEASE POST SO THAT WE CAN HELP THE COMMUNITY.

I dont care which engine you find ANYTHING, but anything and everything is helpful as long as its of some quality!

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Killing Grounds has closed (AKG) and now redirects to the Valve wiki. I'll post my Source links tonight when I'm home.

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I'm sure most of you on the Source engine know these sites already, this is for the newcomers:

Snarkpit: http://www.snarkpit.net/

A (rare) French tutorial on a lot of things: http://nyko18.free.fr/Hammer/?p=optimisation#II_3_B

Free sounds and sound effects for everyone: http://www.partnersinrhyme.com/

Halfwit2:http://halfwit-2.com/?page=tutorials&action=view&item=44

Obviously the Valve wiki should be listed as well:

http://developer.valvesoftware.com/wiki/Main_Page

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Here's my 50cent! =)

Yet another great bump han? ;)

Source engine resources

Communities

HALFLIFE2.NET - http://www.halflife2.net/

Half-Life 2 Online Source - http://www.hl2source.com/

Cannonfodder's Half-Life 2 Tools - http://www.chaosincarnate.net/cannonfodder/cftools.htm

Edit Life - http://www.editlife.net/

Slackiller - http://www.slackiller.com/

HLGamer.com - http://www.hlgamer.com/

Half-Life 2 Files - http://halflife2.filefront.com/

Interlopers.net - http://interlopers.net/

Mod HQ - http://www.mod-hq.com/

Half-Life 2 Mods - http://www.hl2mods.co.uk/

HL2Mapping.com - http://www.hl2mapping.com/

Iwannamap.com - http://iwannamap.com/

Forums

Wavelength - http://forums.thewavelength.net/

Hammer

AMMAHLS - http://ammahls.com/index.php?page=downloadcat&cat=tools

Category:MappingTutorials | HalfLife 2 Knowledge Base - http://www.hl2world.com/wiki/index.php/ ... gTutorials

Gamewag - http://www.gamewag.com/hl2.html

Modding

Source Blog - http://www.sourceblog.net/

VERC - http://collective.valve-erc.com/

Valve Developer Community - http://developer.valvesoftware.com/wiki/Main_Page

Tutorials

..:::MNeMiC Tutorials:::.. [V4.0] - http://www.mnemic.tk/

Modding Resources - http://forums.filefront.com/showthread.php?t=173279

Mod Making Tutorials - http://tutorials.moddb.com/?search=true ... =61&diff=0

VMT - http://0mfg.co.uk/hl2_mod.html

69th Vlatitude - http://www.vlatitude.com/tutorials.php

Mod Making Tutorials - http://tutorials.moddb.com/106/Complete ... a-single-/

Mod Making Tutorials fogs - http://tutorials.moddb.com/70/?fpage=0

Gamewag - http://www.gamewag.com/hl2.html

The SnarkPit - http://www.snarkpit.net/editing.php?pag ... s&game=HL2

HL2World Knowledge Base - http://www.hl2world.com/wiki/index.php/Main_Page

Edit Life - http://www.editlife.net/tutorial.php

Interlopers.net - http://www.interlopers.net/index.php?page=tutorials.htm

Props

Creating a simple model for HL2 with StudioCompiler - http://www.chaosincarnate.net/cannonfod ... r_help.php

Static Models - http://www.hl2world.com/wiki/index.php/Static_Models

Textuting

Hammer Face Edit Dialog - http://developer.valvesoftware.com/wiki ... ture_Group

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i've decided to pick up unreal engine, all the links here are dead (i don't want to learn unreal3 just yet) - can anyone recommend some good tutorials on just using the engine - also getting static meshes from maya (preferably 8.5) into the editor/engine?

big thanks in advance

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There is no reason not to learn UE3, knowing UE2 is pretty much entirely useless right now.

Yeah, I guess so...

If anyone knows any useful links regarding UT3 editing, post away please.

I know the game isn't out yet, but RoboBlitz has been released ages ago, I bet there's already some tut's and articles around the internets.

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ok, I guess we'll have to wait... :)

In a few weeks, we're gonna put our hands on the official Epic tutorials that come with the collectors edition, so... :cool:

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":3quxqsuv]ok, I guess we'll have to wait... :)

In a few weeks, we're gonna put our hands on the official Epic tutorials that come with the collectors edition, so... :cool:

Collectors edition of what? gears?

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  • Our picks

    • Post in [decompiled] dz_blacksite
      Alright, I did some testing with the new detail sprites and found out how more specifically how they work. @Mamorex was on the right track but there's a few key things you left out. 

      Removing $alphatest from the material or adding $translucent

      First, the detail sprites material - it's 2 detail sprite sheets side by side, so version A and version B. The different versions have to have same sprite positions and sizes. You only specify version A coordinates in the .vbsp.


      Next up, the detail sprites masks. Red and blue are for wind offset -- so you can have different parts of the sprites sway in the wind differently, you can see Valve isolated some blades of grass for this effect. The green channel is a tint mask and controls how much the sprites are affected by the $worldspacetint. 

      That brings us to the world space textures. They seem to automatically get resized to fit the whole map area, so it you resize the map you'd have to resize the textures too.

      The world space tint texture is pretty self explanatory, controls what color to tint the grass, 127 grey means no tint. 

      The world space masks texture uses the red channel to select which version of the sprites to use -- 0 is version A and anything more is version B. 

      The green channel of the texture controls the sprite size -- 127 is default, with darker making the sprites smaller and brighter making the sprites larger. The vmt command $minimumspritesize controls the cutoff point for the sprites, so the sprites smaller than the specified value don't get rendered which can act as a placement mask. 

      I don't know what the blue channel of this texture does, changing it had no effect on the sprites for me. 

       

      All this means sprites still get placed by vbsp on map compile, so they still use displacement alpha for the placement, but the new masks can manipulate sprites size and color after map compile.


       

       
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