User:Brandished/Sandbox 5: Difference between revisions

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{{category header|background-color=#E0E0E0|border-color=lightgray}}
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{{category newcolumn|rowspan=4|width=50%|background-color=#F7F7F7|border-color=lightgray}}
| __TOC__
|}
<br>
<div class="noprint">
<div style="padding: 7px; background-color: #eee; border: 3px solid #aaa;"><div>
=== [[light]] ===
[[File:Hammer light.jpg|left|200px]]
[[File:Ingame light.jpg|right|200px]]
{|
|
This creates an omnidirectional light source, useful for adding additional light to a room.  This is not commonly used as a primary light source, despite what it's name might seem to imply.
|}
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<br>
<div class="noprint">
<div style="padding: 7px; background-color: #eee; border: 3px solid #aaa;"><div>
=== [[light_spot]] ===
[[File:Hammer light spot.jpg|left|200px]]
[[File:Ingame light spot.jpg|right|200px]]
{|
|
This creates a cone based light source in game.  This is the most commonly used lighting entity.
|}
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<br>
<div class="noprint">
<div style="padding: 7px; background-color: #eee; border: 3px solid #aaa;"><div>
=== [[light_environment]] ===
[[File:Hammer light environment.jpg|left|200px]]
[[File:Ingame light environment.jpg|right|200px]]
{|
|
This entity causes all tools/skybox textures to emit light from the angle specified inside the property settings.  This is primarily used for outdoor sky lighting.  Only one light_environment should be used inside a level.
|}
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<br>
<div class="noprint">
<div style="padding: 7px; background-color: #eee; border: 3px solid #aaa;"><div>
=== [[env_sun]] ===
[[File:Hammer env sun.jpg|left|200px]]
[[File:Ingame env sun.jpg|right|200px]]
{|
|
This does not emit light itself, but is used to create the appearance of a sun or moon in an outdoor environment.
|}
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<br>
<div class="noprint">
<div style="padding: 7px; background-color: #eee; border: 3px solid #aaa;"><div>


== The Hammer Editor ==
=== [[point_spotlight]] ===
* ''[[:Category:Hammer|Hammer Editor Documentation]]''
[[File:Hammer point spotlight.jpg|left|200px]]
* [[Hammer What's New|What's New]]
[[File:Ingame point spotlight.jpg|right|200px]]
* [[Hammer Hotkey Reference|Hotkey Reference]]
{|
* [[Hammer Feature Requests]]
|
 
Used for creating a halo and cone shaped "light beam" effect that is usually found on spotlights.
== Getting Started ==
|}
* [[Your First Map|Building your first map in Hammer]]
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* [[Introduction to Editing]]
<br>
* [[Optimization (level design)|Optimization]]
<div class="noprint">
* [[Inputs_and_Outputs|Entity Inputs and Outputs]]
<div style="padding: 7px; background-color: #eee; border: 3px solid #aaa;"><div>
 
=== [[env_sprite]] ===
== General ==
[[File:Hammer env sprite.jpg|left|200px]]
* [[Water]]
[[File:Ingame env sprite.jpg|right|200px]]
* [[Displacement|Displacement Surfaces (Terrain)]]
{|
* [[Terrain]]
|
* [[3D_Skybox|3D Skyboxes]]
Used to create a ball shaped "glow" or halo effect around light sources.
* [[Level Overviews]]
|}
* [[Grouping and VisGrouping]]
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* [[Prefab|Creating and Using Prefabs]]
<br>
* [[Entity Hierarchy (parenting)]]
<div class="noprint">
* [[Filter Applications]]
<div style="padding: 7px; background-color: #eee; border: 3px solid #aaa;"><div>
* [[Source Mapping for Half-Life 1 Mappers]]
=== [[func_dustmotes]] ===
 
[[File:Hammer func dustmotes.jpg|left|200px]]
== Lighting ==
[[File:Ingame func dustmotes.jpg|right|200px]]
* [[Lighting]]
{|
* [[HDR Lighting Basics]]
|
* [[Cubemaps|Cubemaps]]
Used for creating the appearance of dust particles floating inside a lighted area.
* [[Intermediate Lighting]]
|}
 
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== Connecting Areas ==
<br>
* [[Doors]]
<div class="noprint">
* [[Ladders]]
<div style="padding: 7px; background-color: #eee; border: 3px solid #aaa;"><div>
* [[Elevators]]
=== [[env_flare]] ===
* [[Level Transitions]]
[[File:Hammer env flare.jpg|left|200px]]
<!--* [[Non-linear Level Transitions]]-->
[[File:Ingame env flare.jpg|right|200px]]
 
{|
== Detailing ==
|
* [[Prop Types Overview]]
Creates a flickering light source similar in appearance to a road flare.
* [[Environmental Lighting, Sun, Weather, & Outdoors]]
|}
* [[Animals and Creatures]]
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* [[Foliage|Foliage (Trees and Grass)]]
<br>
* [[Glass & Windows]]
<div class="noprint">
* [[Cables and Ropes]]
<div style="padding: 7px; background-color: #eee; border: 3px solid #aaa;"><div>
* [[Sound and Music]]
=== [[env_fire]] ===
 
[[File:Hammer env fire.jpg|left|200px]]
== Special Effects ==
[[File:Ingame env fire.jpg|right|200px]]
* [[Special effects]]
{|
* [[Physics]]
|
* [[Physics Entity Overview]]
In publishing and graphic design, lorem ipsum is common placeholder text used to demonstrate the graphic elements of a document or visual presentation, such as font, typography, and layout. Substituting dummy text for meaningful content should not be confused with "greeking".
* [[Trains]]
|}
* [[Dust, Fog, & Smoke]]
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* [[Beams and Lasers]]
<br>
* [[Explosions]]
<div class="noprint">
* [[Fire]]
<div style="padding: 7px; background-color: #eee; border: 3px solid #aaa;"><div>
* [[Moving Clouds|Moving Clouds, an Animated Sky]]
=== [[env_embers]] ===
* [[Color correction (concept)|Color correction]]
[[File:Hammer env embers.jpg|left|200px]]
 
[[File:Ingame env embers.jpg|right|200px]]
{{category newcolumn|rowspan=1|width=50%|background-color=#FBF7EA|border-color=#E4DCCD}}
{|
 
|
== Game Specific ==
Creates the floating fire embers particle effect.  The image on the right was created using a weak light entity just below an env_fire.
====[[image:Icon_hl2.png]] [[Half-Life 2 Level Creation]]====
|}
====[[image:Tf2-16px.png]] [[Team Fortress 2 Level Creation]]====
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====[[image:Portal-16px.png]] [[Portal Level Creation]]====
====[[image:L4D-16px.png]] [[Left 4 Dead Level Creation]]====
====[[image:Css.gif]] [[Counter-Strike: Source Level Creation]]====
====[[image:Icon_dods.png]] [[Day of Defeat: Source Level Creation]]====
====[[image:Icon_theShip.png]] [[The Ship Level Creation]] ====
====[[Image:Source icon 16x16.gif]] [[Source Mods Level Creation]]====
 
{{category cell|background-color=white|border-color=lightgray}}
 
== Finishing Up ==
* [[Optimization (level design)|Optimization]]
* [[Expert compile mode]]
* [[Bspzip|Bspzip (Embedding Custom Content)]]
* [[Menu Background Map|Menu Background Maps]]
* [[Navigation Meshes]] (CS:S, L4D)
* [[Releasing a Map]]
 
== Design Theory ==
* [[Color theory (level design)|Color]]
* [[Single-Player Mapping Tips]]
* [[Bounce (level design)]]
* [[Loops (level design)]]
* [[Push Gameplay]]
* [[Map Compiling Theory]]
* [[How To Develop A Map That Works]]
* [[Adding More Detail to a map]]
* [[User:Remmiz/Mapping Process|Mapping Process]]
 
{{category cell|width=50%|background-color=white|border-color=lightgray}}
 
== Troubleshooting ==
* [[:Category:Level Design FAQ|Level Design FAQ]]
* [[Optimization (level design)]]
* [[Troubleshooting Level Design]]
* [[Showbudget|Using the Showbudget Panel]]
* [[Compile Errors]]
* [[Source SDK FAQ]]
 
{{category cell|width=50%|background-color=white|border-color=lightgray}}
 
== External Links ==
 
* [[Level Design Video Tutorials]] - A list of video tutorials related to Source mapping.
* [[File Hosting Sites]] - A list of reliable websites for hosting user created maps
* [[Image Hosting Sites]] - A list of reliable websites to share screenshots of user created maps
* [[News Site List]] - A list of websites for hype/advertisement and discussion
 
{{category end}}
 
{{otherlang:en}}
{{otherlang:en:cs|:Category:Level Design:cs}},
{{otherlang:en:de|:Category:Level Design:de}},
{{otherlang:en:es|:Category:Level Design:es}},
{{otherlang:en:hu|:Category:Level Design:hu}},
{{otherlang:en:jp|:Category:Level Design:jp}},
{{otherlang:en:ru|:Category:Level Design:ru}},
{{otherlang:en:sv|:Category:Level Design:sv}},
{{otherlang:en:pl|:Category:Level Design:pl}},
{{otherlang:en:pt|:Category:Level Design:pt}},
{{otherlang:en:zh-cn|:Category:Level Design:zh-cn}}
 
[[Category:Modding]]__NOTOC__

Latest revision as of 02:38, 7 January 2024


light

Hammer light.jpg
Ingame light.jpg

This creates an omnidirectional light source, useful for adding additional light to a room. This is not commonly used as a primary light source, despite what it's name might seem to imply.


light_spot

Hammer light spot.jpg
Ingame light spot.jpg

This creates a cone based light source in game. This is the most commonly used lighting entity.


light_environment

Hammer light environment.jpg
Ingame light environment.jpg

This entity causes all tools/skybox textures to emit light from the angle specified inside the property settings. This is primarily used for outdoor sky lighting. Only one light_environment should be used inside a level.


env_sun

Hammer env sun.jpg
Ingame env sun.jpg

This does not emit light itself, but is used to create the appearance of a sun or moon in an outdoor environment.


point_spotlight

Hammer point spotlight.jpg
Ingame point spotlight.jpg

Used for creating a halo and cone shaped "light beam" effect that is usually found on spotlights.


env_sprite

Hammer env sprite.jpg
Ingame env sprite.jpg

Used to create a ball shaped "glow" or halo effect around light sources.


func_dustmotes

Hammer func dustmotes.jpg
Ingame func dustmotes.jpg

Used for creating the appearance of dust particles floating inside a lighted area.


env_flare

Hammer env flare.jpg
Ingame env flare.jpg

Creates a flickering light source similar in appearance to a road flare.


env_fire

Hammer env fire.jpg
Ingame env fire.jpg

In publishing and graphic design, lorem ipsum is common placeholder text used to demonstrate the graphic elements of a document or visual presentation, such as font, typography, and layout. Substituting dummy text for meaningful content should not be confused with "greeking".


env_embers

Hammer env embers.jpg
Ingame env embers.jpg

Creates the floating fire embers particle effect. The image on the right was created using a weak light entity just below an env_fire.