Re: If there was a book on HL2 modding...
Posted by Madedog on Sat Sep 17th at 4:30pm 2005
The same reply i gave to you in HL2world... there have been enough
people who think they are good enough to make a book like this.

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Re: If there was a book on HL2 modding...
Posted by Crono on Sat Sep 17th at 9:54pm 2005
Madedog, I just thought I should point out, that OGL and DX aren't the "opposites" ... you're thinking of D3D (which is part of DX). The difference is that, OGL is simply a library system used for interacting with the video card, most often for 3d representation. Direct3D is the same thing, just Microsoft's version (and Windows only). While DirectX controls, pretty much everything else input wise. There is no suite like that in regards to the OGL world, but, honestly, I wouldn't want one. I think DirectX is poorly designed. Although it is a nice idea to have everything in one place, so it's easy to use ... it's a bad idea to use garbage programming practices to bring it to life (DirectX code is disgusting. And it forces you to do things that you really don't want to do most of the time, such as using Globals ... for things that don't need to be global)
Anyway, otherwise ... I guess I'd agree, but ... the only people who really develop games with the attitude of "Multi-Platform", which is what you'd need, since you don't want any DX material, are far and in between.
For the most part, aside from the programming suites, practices, and platform, EVERYTHING else is identical in the process. Such as models and such. It just depends on what they want to do. Which, honestly, from a programmer's perspective, the only way to really know how to do that is the get a degree in the field. If you're just doing something on your own ... there's no point in building your own engine. It'd probably crash and burn, since you have no real knowledge in the area, sure you can have books, but, I gotta tell you ... most programming books are really close to being wrong. It's almost never the most efficient way to do whatever they're explaining. (For example, a lot of books explain how to use Templates early on and build all their datastructures on top of that. That's a bad idea, because templates are a very flawed concept and really never work like they're suppose to. Not to mention, they are harder to support, since you have basically program a scenario for every single way the thing could possibly be used for ... for the rest of time. Which is, as you could guess, impossible.)

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Re: If there was a book on HL2 modding...
Posted by mazemaster on Sun Sep 18th at 1:30am 2005
So, are you focusing more on the programming aspect, or the mapping, aspect, or the modeling aspect, or what?

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Re: If there was a book on HL2 modding...
Posted by Madedog on Sun Sep 18th at 1:32am 2005
Yeah, sorry, I was meaning D3D... (DX nevertheless...)
otherwise... as crono told you, you can have the books and all but they
are almost wrong... I just checked out a book which you brought out in
HL2w, and on those excerpt pages... crap!

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Re: If there was a book on HL2 modding...
Posted by wil5on on Sun Sep 18th at 1:41am 2005
The modding world changes too fast for a book to be written. I'd rather have people who know how games in general work than people who refer to a book for outdated answers to their problems.
Also, this is not an editing question.

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Re: If there was a book on HL2 modding...
Posted by mazemaster on Sun Sep 18th at 4:07am 2005
So, is the book going to be more of a set of walkthrough's and tutorials, or a general writing on the theory of HL2 modding, or a "tips and tricks" type of book, or a reference book for looking stuff up while you are modding, or what?
I know I am asking questions and not giving answers, but I think its important that you flesh out exactly what the book is going to be about before you get into the specifics.

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Re: If there was a book on HL2 modding...
Posted by Jinx on Sun Sep 18th at 9:41am 2005
"Half-Life 2: Mod Maker's Source Guide : Prima Official Game Guide (Prima's Official Strategy Guides)" was on my Amazon Wish List for a long time... but never came out. I just checked back and it's 'no longer available', so maybe the project was canned...
Compared to the online resources available- tutorials, forums, custom tools, etc.- any book would probably be able to provide little more than an introduction to the basics of the dev tools. Which isn't a bad thing, really, but to truly excel you have to get online and into the communities.
Also, shouldn't this be in the General forum?

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Re: If there was a book on HL2 modding...
Posted by Campaignjunkie on Sun Sep 18th at 9:56am 2005
I would focus a lot of the book on the design aspects of modding. Many
people don't seem to have trouble finding staff or making maps / models
/ materials, but rather their "plan" is just insanely bloated and
impossible to finish. Usually they want to make a Source version of
their favorite game (Halo, Resident Evil) but that really ignores the
benefits and weaknesses of modding in the first place - respectively,
innovation and lack of resources. So yeah, I think that's a problem
that a modding book should really address.
Mini-mod idea sounds like a good idea; some concrete examples to get
beginners going. But lots of people will likely make it into their own
mod though - I've seen deathmatch versions of the Worldcraft tutorial
maps, for example.

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Re: If there was a book on HL2 modding...
Posted by IronWhim on Sun Nov 6th at 8:08pm 2005
For a good start for what I'd like to see, though in a different
engine, take a look at Jason Busby's "Mastering Unreal Technology: The
Art of Level Design." We use it in the Game Development class at
my school, and it's a good, basic reference.
I think the book should have something for everyone, with ideas of how
to take core concepts to a deeper level. What I'd like to see
most, as a modeler, would be stuff relating to modeling for
Source. Polycount, max UV maps per model, basic model structure,
and which sorts of texture maps (color, spec, etc.) can be used.
As a beginning level designer (and all of that in UT2k4), I'd want to
know a bit about the physics engine as well as the core concepts of how
to design a level. Most of the modelling questions apply here as
well in terms of the actual construction of the level.
I'd also want to know about dialogue scripting and character
interaction for those people (like myself) who want to do a total
conversion for a single player game.
Finally, I'd want to know how to completely change weapons around to
suit whatever I'm trying to do, as well as how to work up new vehicles.
I think that covers the basics of what I'd want. Another source I
just thought of would be to add a number of videos that would walk
through the basic concepts (character modelling, vehicle and weapon
creation, etc). If you've seen the Unreal DVD that comes with the
DVD version of the game, you've got a good idea of what I'd look for.
Thanks,
B
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