Category:Ru/Level Design: Difference between revisions
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(Undo revision 130046 by SiPlus в этом разделе рассматрается не только создание уровней, а так же создание материалов, программирова) |
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* [[Introduction to Editing:ru|Введение в Редактирование]] | * [[Introduction to Editing:ru|Введение в Редактирование]] | ||
* '''[[Your First Map:ru|Создание вашей первой карты в Hammer]]''' | * '''[[Your First Map:ru|Создание вашей первой карты в Hammer]]''' | ||
* [[Inputs and Outputs:ru| | * [[Inputs and Outputs:ru|Система Inputs и Outputs]] | ||
* {{en}} [[Source Mapping for Half-Life 1 Mappers|Source Маппинг для Half-Life 1 Мапперов]] | * {{en}} [[Source Mapping for Half-Life 1 Mappers|Source Маппинг для Half-Life 1 Мапперов]] | ||
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* {{en}} [[Optimization (level design)|Оптимизация]] | * {{en}} [[Optimization (level design)|Оптимизация]] | ||
* {{en}} [[Hammer Face Edit Dialog|Инструмент Face Edit]] | * {{en}} [[Hammer Face Edit Dialog|Инструмент Face Edit]] | ||
* [[Displacement:ru|Работа с Поверхностью ( | * [[Displacement:ru|Работа с Поверхностью (Дисплэйсмент)]] | ||
* {{en}} [[Prop Types Overview|Обзор Типов Пропов]] | * {{en}} [[Prop Types Overview|Обзор Типов Пропов]] | ||
* {{en}} [[Skybox (2D)|2D | * {{en}} [[Skybox (2D)|2D Небо(Скайбокс)]] | ||
* [[Grouping and VisGrouping:ru|Grouping и VisGrouping]] | * [[Grouping and VisGrouping:ru|Grouping и VisGrouping]] | ||
* [[Entity Hierarchy (parenting):ru|Иерархия Энтитей]] | * [[Entity Hierarchy (parenting):ru|Иерархия Энтитей]] | ||
* {{en}} [[Filter Applications|Применение фильтров]] | * {{en}} [[Filter Applications|Применение фильтров]] | ||
* {{en}} [[List of entities|Список энтитей]] | * {{en}} [[List of entities|Список энтитей]] | ||
* {{en}} [[Prefab|Создание и Использование Prefabs]] | * {{en}} [[Prefab|Создание и Использование Prefabs(Префабов)]] | ||
* [[Adding Water:ru|Добавление Воды]] | * [[Adding Water:ru|Добавление Воды]] | ||
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* [[Lighting:ru|Освещение]] | * [[Lighting:ru|Освещение]] | ||
* {{en}} [[HDR Lighting Basics|Базовое HDR Освещение]] | * {{en}} [[HDR Lighting Basics|Базовое HDR Освещение]] | ||
* {{en}} [[Intermediate Lighting| | * {{en}} [[Intermediate Lighting|Усовершенствованное Освещение]] | ||
== Соединяющие зоны == | == Соединяющие зоны == | ||
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* {{en}} [[Sound and Music|Звуки и Музыка]] | * {{en}} [[Sound and Music|Звуки и Музыка]] | ||
== Специальные эффекты == | == Специальные эффекты ==У | ||
<!--* [[Buttons:ru|Кнопки]]--> | <!--* [[Buttons:ru|Кнопки]]--> | ||
* {{en}} [[Physics|Физика]] | * {{en}} [[Physics|Физика]] | ||
* {{en}} [[Physics Entity Overview|Обзор Физических Энтитей]] | * {{en}} [[Physics Entity Overview|Обзор Физических Энтитей]] | ||
* [[Trains:ru|Поезда]] | * [[Trains:ru|Поезда]] | ||
* {{en}} [[Beams and Lasers| | * {{en}} [[Beams and Lasers|Лучи и Лазеры:ru]] | ||
* {{en}} [[Explosions (level design)|Взрывы]] | * {{en}} [[Explosions (level design)|Взрывы]] | ||
* {{en}} [[Dust, Fog, & Smoke|Пыль, Туман, & Дым]] | * {{en}} [[Dust, Fog, & Smoke|Пыль, Туман, & Дым]]У | ||
* {{en}} [[Color correction (concept)|Цветовая Коррекция]] | * {{en}} [[Color correction (concept)|Цветовая Коррекция]] | ||
* [[Lists of Special Effects in level design:ru|Список Специальных Эффектов]] | * [[Lists of Special Effects in level design:ru|Список Специальных Эффектов]] | ||
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== Завершение == | == Завершение == | ||
* [[3D_Skybox:ru|3D | * [[3D_Skybox:ru|3D Небо(Скайбокс)]] | ||
* {{en}} [[Cubemaps|Cubemaps]] | * {{en}} [[Cubemaps|Cubemaps(Кубемапы)]] | ||
* {{en}} [[Optimization (level design)|Оптимизация]] | * {{en}} [[Optimization (level design)|Оптимизация]] | ||
* {{en}} [[Expert compile mode|Режим Эксперт компиляции]] | * {{en}} [[Expert compile mode|Режим Эксперт компиляции]] | ||
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* {{en}} [[Color Theory in Level Design|Теория Цвета в Разработке Уровней]] | * {{en}} [[Color Theory in Level Design|Теория Цвета в Разработке Уровней]] | ||
* {{en}} [[Map Compiling Theory|Теория Компиляции Карт]] | * {{en}} [[Map Compiling Theory|Теория Компиляции Карт]] | ||
* {{en}} [[User:Remmiz/Mapping Process|Процесс Создания Карт]] | * {{en}} [[User:Remmiz/Mapping Process|Процесс Создания Карт от Remmiz]] | ||
* {{en}} [[Decompiling_Maps|Декомпиляция Карт]] | * {{en}} [[Decompiling_Maps|Декомпиляция Карт]] | ||
Revision as of 03:09, 24 January 2010
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Статьи по Конкретным-Играм
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Завершение![]() This category has been marked as a candidate for speedy deletion for the following reason:
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Решение Проблем![]() This category has been marked as a candidate for speedy deletion for the following reason:
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Внешние Ссылки![]() This category has been marked as a candidate for speedy deletion for the following reason:
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Subcategories
This category has the following 16 subcategories, out of 16 total.
A
- Ru/Abstract Mapping (22 P)
- Ru/AI (4 P)
D
- Ru/Dota 2 (empty)
E
G
- Ru/GoldSrc Mods Level Design (empty)
H
- Ru/Half-Life 2 level design (empty)
I
- Ru/Internal entities (1 P)
L
- Ru/Level Design FAQ (19 P)
P
- Ru/Portal 2 Level Design (63 P)
- Ru/Portal level design (empty)
R
- Ru/Ricochet Level Design (empty)
S
- Ru/Skybox (32 P)
- Ru/Sound System (10 P)
Pages in category "Ru/Level Design"
The following 159 pages are in this category, out of 159 total.
A
B
C
- Ru/Cables and Ropes
- Ru/Choosing Player Models
- Ru/Color correction (concept)
- Ru/Color Theory in Level Design
- Ru/Compile Errors
- Ru/Controlling portals
- Ru/Counter-Strike/Level Design
- Ru/Counter-Strike: Global Offensive/Game Modes/Co-op Strike
- Ru/Counter-Strike: Global Offensive/Game Modes/Danger Zone
- Ru/Counter-Strike: Global Offensive/Game Modes/Wingman
- Ru/Counter-Strike: Source Level Creation
- Ru/Creating a Bomb Defusal Map
- Ru/Creating a box dropper
- Ru/Creating a Curved Hallway
- Ru/Creating a portal elevator
- Ru/Creating a Portal Radio
- Ru/Creating a portal/object fizzler
- Ru/Creating a Room
- Ru/Creating a rotating portalgun
- Ru/Creating a wall light
- Ru/Creating Brush Entities
- Ru/Creating Portal turrets
- Ru/Creating turbine
- Ru/Cubemaps
- Ru/Custom Testchamber Signs
L
- Ru/L4D Level Design Basics Tutorial
- Ru/L4D Level Design/Additional Finale Components
- Ru/L4D Level Design/Advanced Nav Editing
- Ru/L4D Level Design/Breakable Walls
- Ru/L4D Level Design/Checkpoint Rooms
- Ru/L4D Level Design/Checkpoints
- Ru/L4D Level Design/Clip Brushes
- Ru/L4D Level Design/Elevators
- Ru/L4D Level Design/Finale Events Part 1
- Ru/L4D Level Design/Finale Events Part 2
- Ru/L4D Level Design/Finale Events Part 3
- Ru/L4D Level Design/Getting Started
- Ru/L4D Level Design/Ladders
- Ru/L4D Level Design/Level Organization
- Ru/L4D Level Design/Level Standards
- Ru/L4D Level Design/Nav Flow
- Ru/L4D Level Design/Nav Meshes
- Ru/L4D Level Design/Panic Events
- Ru/L4D Level Design/Versus Maps
- Ru/L4D Level Design/Visibility
- Ru/L4D Level Design/Your First L4D Level
- Ru/Leak
- Ru/Left 4 Dead 2 Level Creation
- Ru/Left 4 Dead 2 Sky List
- Ru/Left 4 Dead Infected Populations
- Ru/Level Design Overview
- Ru/Lighting
- Ru/Lightmap
- Ru/List of entities
- Ru/List of L4D Soundscapes
- Ru/List of Skyboxes
- Ru/List of Team Fortress 2 Entities
M
P
R
S
T
- Ru/Team Fortress 2/Basic Map Construction
- Ru/Team Fortress 2/Creating a Payload Map
- Ru/Team Fortress 2/Docs/Level Design/Flag Based Goal Systems
- Ru/Team Fortress 2/Docs/Level Design
- Ru/Team Fortress 2/King of the Hill
- Ru/Team Fortress 2/Mapper's Reference
- Ru/TF2/Creating Respawning Dispensers
- Ru/TF2/Making an Arena map
- Ru/TF2/Modifying the Respawn Time
- Ru/TF2/Team-Specific Barriers
- Ru/TF2/Territorial Control
- Ru/Tool textures (Source)
- Ru/Troubleshooting Level Design