Ideas for new articles
What else should go here? What kinds of things do people new to Source mapping want to make but don't know the right names?
- Physics: people have heard that Source has nifty physics stuff, and this could point them to the entities and articles about it !!INCOMPLETE!!
- Reflections? Cubemaps,
buildcubemaps, maybe on article on reflective shaders, water_lod_control, and mention that HL2 doesn't have any mirrors.
- Sticking stuff together (aka, "Duct tape, hinges, glue, and string" <grin>): parenting, the physics constraints, and model attachment points
- Glass: as a hub for the various articles we already have (and be sure to mention how to make normal, unbreakable glass)
- Doors and windows: prop- and brush-based, area portals, and links to AKG series. We could use a wiki version of the AKG door skin page.
- Fighting: assaults, battle lines, rappel, dropships, gunships, strider, headcrab cannisters, door kicking, ai_goal_police, combat AI, snipers... wee!
- Weapons: not just the normal weapon entities, but also the func_tank and friends, and the article on creating usable mounted guns
- It might not be abstract, but it would be useful. Like the Water article, it can help people doing mapping as well as people doing materials. —Maven (talk) 21:11, 25 Oct 2005 (PDT)
- That's an excellent idea. I haven't a clue what to call it, though. —Maven (talk) 21:12, 25 Oct 2005 (PDT)
- Parenting does all sorts of things, so calling it "radar"-something is making it much more specific rather than more abstract. On the other hand calling it "parenting" defeats the purpose, because then only people who already know what it's called will find it. Maybe something like 'joining two entities', and toss in phys_constraint? —Maven (talk) 08:17, 26 Oct 2005 (PDT)
I'd like to distinguish between tutorials and abstract concepts. Abstract concepts should list tutorials, but they're not themselves tutorials, which belong in Category:Tutorials instead. —Maven (talk) 08:50, 17 Nov 2005 (PST)
I think that a good thing to include would be an article on layouts of the architecture of certain maps. such as dust and de nuke maps. So people can kind of mimic or partially recreate the feeling and look of these maps in their own. True_Unity 17:00, 10 Dec 2005 (PST)
I'm not sure if I should put this here or above, so here's good. I'm relatively new to Source mapping, and I know one of the issues I'm currently having is getting something to spin. I think spinning is a little too specific, but perhaps an article on how to move dynamic props and whatnot that would also include spinning? (Also, I'm not asking for help with this problem here, I know that's for the Help Desk (and, incidentally, I just found it on my own =D)). And is it just me, or is this community really small? There's like, no talk pages on anything. --Santasassassin 09:39, 1 Jun 2008 (PDT)
I reckon a background colour for each of the the Abstract Series templates would look good and make things clearer for browsing users. Are there any preferences? --TomEdwards 03:01, 28 Jan 2006 (PST)
- Go ahead and try things out..it'll work out—ts2do 11:23, 28 Jan 2006 (PST)
- Can't work it out. Looks like the style information would have to be added to several different templates! How about making the contents' backgrounds transparent? That would sort things out. --TomEdwards 09:32, 1 Feb 2006 (PST)