This article relates to the game "Half-Life: Alyx". Click here for more information.
This article relates to the workshop tools for "Half-Life: Alyx". Click here for more information.
This article's documentation is for Source 2. Click here for more information.

Half-Life: Alyx Workshop Tools/Examples: Difference between revisions

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== Workshop Examples ==
== Workshop Examples ==
These are annotated examples of various Half-Life: Alyx features. <br />
These are annotated examples of various Half-Life: Alyx features made by the Alyx dev team. <br />
They are located in <code>\Steam\steamapps\common\Half-Life Alyx\content\hlvr\maps\workshop_examples </code>
They are located in <code>\Steam\steamapps\common\Half-Life Alyx\content\hlvr\maps\workshop_examples </code> unless otherwise noted.


=== Showcase of Hammer Tools ===
=== Showcase of Hammer Tools ===
* maps/workshop_examples/workshop_example_cables.vmap
* cables_example.vmap
* maps/workshop_examples/workshop_example_tilemesh.vmap
* tilemesh_example.vmap
* hotspot_example.vmap
* vis_example.vmap
* postprocessvolume_example.vmap


=== Combine Combat Example ===
=== Gameplay Examples ===
* maps/workshop_examples/combine_encounter.vmap
* combine_encounter.vmap
* blind_zombie_example.vmap
* hacking_example.vmap
* vehicles_and_prefabs_example.vmap


=== Simple biped model ===
=== Sky and lighting presets ===
* models/workshop_examples/biped_standard/biped_standard.vmdl
* prefabs/environment_settings/environment_afternoon_01.vmap
* models/workshop_examples/biped_standard/dmx/biped_standard.dmx
* prefabs/environment_settings/environment_afternoon_02.vmap
* prefabs/environment_settings/environment_day_01.vmap
* prefabs/environment_settings/environment_night_01.vmap
* prefabs/environment_settings/environment_overcast_01.vmap
* prefabs/environment_settings/environment_storm_01.vmap
* prefabs/environment_settings/environment_sunset_01.vmap
* prefabs/environment_settings/environment_sunset_02.vmap
* prefabs/environment_settings/environment_workshop_01.vmap


=== Sky and lighting presets ===
=== Material examples  ===
* maps/workshop_examples/prefabs/environment_settings/environment_afternoon_01.vmap
The following are located in <code>\Steam\steamapps\common\Half-Life Alyx\content\hlvr\materials\workshop_examples </code>
* maps/workshop_examples/prefabs/environment_settings/environment_afternoon_02.vmap
* maps/workshop_examples/prefabs/environment_settings/environment_day_01.vmap
* maps/workshop_examples/prefabs/environment_settings/environment_night_01.vmap
* maps/workshop_examples/prefabs/environment_settings/environment_overcast_01.vmap
* maps/workshop_examples/prefabs/environment_settings/environment_storm_01.vmap
* maps/workshop_examples/prefabs/environment_settings/environment_sunset_01.vmap
* maps/workshop_examples/prefabs/environment_settings/environment_sunset_02.vmap
* maps/workshop_examples/prefabs/environment_settings/environment_workshop_01.vmap


=== Demonstration skybox source content ===
* blend/brick_1c_comp_hs_to_dead_xen_example.vmat
* materials/workshop_examples/skybox/skybox_workshop.exr
* brick/brick_1c_comp_hs_example.vmat
* materials/workshop_examples/skybox/skybox_workshop.vmat
* combine/example_combine_monitor_screens.vmat
* materials/workshop_examples/skybox/skybox_workshop.vtex
* hotspot/example_metal1_hs_color.vmat
* hotspot/example_wall_plaster1_hs.vmat
* monitor/screen_russell_desktop_02_example.vmat
* monitor/screen_russell_desktop_10_example.vmat
* monitor/screen_russell_desktop_12_example.vmat
* skybox/skybox_workshop.vmat


== Full source of released maps ==
== Full source of released maps ==
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You're ''not'' expected to recompile the release maps. The full lighting and audio calculations would likely take an excessive amount of time on a home PC - but you'll be able to add content at an entity level using the new [[Half-Life:_Alyx_Workshop_Tools/Map_Extensions|Map Extensions]] feature.
You're ''not'' expected to recompile the release maps. The full lighting and audio calculations would likely take an excessive amount of time on a home PC - but you'll be able to add content at an entity level using the new [[Half-Life:_Alyx_Workshop_Tools/Map_Extensions|Map Extensions]] feature.
{{HLATools page}}

Latest revision as of 07:03, 12 July 2024

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Workshop Examples

These are annotated examples of various Half-Life: Alyx features made by the Alyx dev team.
They are located in \Steam\steamapps\common\Half-Life Alyx\content\hlvr\maps\workshop_examples unless otherwise noted.

Showcase of Hammer Tools

  • cables_example.vmap
  • tilemesh_example.vmap
  • hotspot_example.vmap
  • vis_example.vmap
  • postprocessvolume_example.vmap

Gameplay Examples

  • combine_encounter.vmap
  • blind_zombie_example.vmap
  • hacking_example.vmap
  • vehicles_and_prefabs_example.vmap

Sky and lighting presets

  • prefabs/environment_settings/environment_afternoon_01.vmap
  • prefabs/environment_settings/environment_afternoon_02.vmap
  • prefabs/environment_settings/environment_day_01.vmap
  • prefabs/environment_settings/environment_night_01.vmap
  • prefabs/environment_settings/environment_overcast_01.vmap
  • prefabs/environment_settings/environment_storm_01.vmap
  • prefabs/environment_settings/environment_sunset_01.vmap
  • prefabs/environment_settings/environment_sunset_02.vmap
  • prefabs/environment_settings/environment_workshop_01.vmap

Material examples

The following are located in \Steam\steamapps\common\Half-Life Alyx\content\hlvr\materials\workshop_examples

  • blend/brick_1c_comp_hs_to_dead_xen_example.vmat
  • brick/brick_1c_comp_hs_example.vmat
  • combine/example_combine_monitor_screens.vmat
  • hotspot/example_metal1_hs_color.vmat
  • hotspot/example_wall_plaster1_hs.vmat
  • monitor/screen_russell_desktop_02_example.vmat
  • monitor/screen_russell_desktop_10_example.vmat
  • monitor/screen_russell_desktop_12_example.vmat
  • skybox/skybox_workshop.vmat

Full source of released maps

You can check out the full source of all maps and supporting prefabs shipped in the final game here \Steam\steamapps\common\Half-Life Alyx\content\hlvr\maps\release

You're not expected to recompile the release maps. The full lighting and audio calculations would likely take an excessive amount of time on a home PC - but you'll be able to add content at an entity level using the new Map Extensions feature.