User:Angry Beaver/Sandbox

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I get short breaks and occasional times to work on this at work and school, you'll probably see a lot of tiny updates to this but this is my way of transproting documents under development between work, school, and home. TH wiki syntax gets difficult to read and understand without the preview button :). I'd appricate any advice or suggestions you have go in talk section and that you do not modify or move any content on/from/to this page, its a constant WIP untill it gets moved to another location, then feel free to edit the article. I just wanna keep my sandbox my work page.


This is a personal page on my own namespace. If you have anything to add, questions, comments, or managed to find something I didn't, please post on the talk page instead. Thanks!

Designing a Level

(this section will be the Level Design article once compelte)

Template:Int lvl design

Introduction

Level design begins deep where that first spark of inspiration comes from. It has many forms to take with a lot of work to be done before, during, and after Hammer has been loaded. Hammer is a tool for level design, it allows the creation, design, and building of entire levels for the player to explore; thus, a deeper understanding of the level design process would allow the use of Hammer in the most effective way. Hammer makes the level it should not make the idea. Theres lots to learn about Hammer, but theres almost as much to learn about why its used and the process using it takes, what other programs help and where Hammer sits in the level design process.

Whats Involved

Levels are not self contained entities. The common misconception of thoose begining to learn level design is that you start with a .vmf and end with a .bsp. They need textures and models, they need compiling and cubemaps, they need lots of things. Making a level does not require one file and will never leave just one file. The following is a rundown of exactly what files and programs you'll meet and how thier important. Some are optional, others only appear when an error occurs.

File Type Creation Purpose
VMF* Saving in Hammer The source file for any map, contains all brushes entities and properties
VMX Saving in Hammer A backup version of your .vmf should anything go wrong with the original
GCF* Offical Release Contains all original content for the game
FGD* Released with game/mod Informs Hammer of all the properties of entities and how to use them. Actual entities defined in code!
BSP* Compiling The final version of your map that can be run in game
AIN Compiling All movement information and properties for NPCs on the map.
LOG Compiling The entire compile log of the compilers run
PRT Compiling Provides information about leafs and thier interaction
PTS* Compiling with errors A helpful guide for finding leaks
NAV In game parameter All movement information and properties for Bots on the map.
CFG Released with program Information sued to configure a programs options
VCD FacePoser All NPC interaction and sounds for 1 scene as made by faceposer
RES Manually Detials all custom resources used inside the level


Program Name Where Purpose
Hammer* <Source SDK>/bin To edit and create maps
Vbsp* <Source SDK>/bin Creates physical spaces and entity properties
Vvis* <Source SDK>/bin Calculates visiblitiy
Vrad* <Source SDK>/bin Creates and applies lighting effects
Glview <Source SDK>/bin View sinformationn in prt files
VConfig <Source SDK>/bin Configures game setups for Hammer
GCFScape* Here Viewing and extraction of files from a gcf
Vmex Here Disputed program for converting a bsp into a vmf

* indicates files/programs thats should be the most familiar.

Start to Finish

Taking a level from start to finish is a difficult process and is often the hardest thing to do. Developing a working level requires a breakdown of steps to consider and procede through. The key though is not forgetting to consider what decisions are going to have to be made and what decisions have been made earlier. Flowing from one stage to the next will ensure a compelte feeling design and expidite the process. Hammer isn't a blind development tool, have an image an picture a plan. Without one lots of time will be lost to accomodating changes and altering whats already been made. Start with a pencil and paper and work all the way up.

Concept

...

Evaluation

<Does it work?>

Construction

<how to go about making it>

Re-Evaluation

<now you can see it, is it right? is it FUN?>

Releasing

<getting it ready for everyone else>

Mechanics

<making the map do what you want and how important it is>

Gameplay

<working you map for the game your playing>

Conclusion

<something deep and meaningfull>



Hammer in Depth

(this section will be the Hammer in Depth article once compelte)


Template:Int lvl design

Introduction

Now the why has been covered lets get deeper into the how. While all the menus and buttons and functions are well documented its not often clear what tool you'll need. You want a slope, should you carve, vertex manipulate, split, or even use a primitive? All will work but it becomes a trick to know which tools to use where and why.

Todo:  guide the user through the toolbar documentation, recomend tools and procedures

Conclusion

<something deep and meaningfull>

Misc

This section aims to go through Valve Hammer Editor and show you whats availble, the tools and the processes you follow to get things done including what the tools are being used for, and the best ways to use them. While all the possible views, tools, and options are documented elsewhere this is the guide of where to look for them and how and when to use them. This is more than just how to use Hammer, its why your using it and what its doing when you take each step. This is important to know as understanding the reason is the best way to reach the goal.