Snarkpit Articles Archive

Adding and Removing stuff using .BSP only
This article will explain how to edit a .BSP file to add or remove items from the map, without needing the .VMT or .MAP file.
This article will explain how to edit a .BSP file to add or remove items from the map, without needing the .VMT or .MAP file.

by Necromancer
for Half-Life » Effects
updated Tue Jun 5th 2012
viewed 6911 times
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Quick Guide to Making Simulated Fog for HL
A quick and concise guide to making fog in a Half-Life level.
A quick and concise guide to making fog in a Half-Life level.

Interview with Spencer Rose
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #8 with Spencer Rose (RabidMonkey).
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #8 with Spencer Rose (RabidMonkey).

Interview with Jon Rickenbacker
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #7 with Jon Rickenbacker (Orpheus).
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #7 with Jon Rickenbacker (Orpheus).

by The SnarkPit
for All games » Editor
updated Thu Jan 6th 2011
viewed 11531 times
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HL2DM Hammer Configuration Issue
Attempting to operate the Source SDK Hammer Level Editor in the Source 2006 engine for Half-Life 2 Deathmatch currently results in an error of: "Missing material, ...verify that your game directory is correct." If you have this problem, read on!
This is a Source SDK bug caused by Valve and this is a work-around to fix the issue and operate the game in the Source 2009 version of the engine.
Attempting to operate the Source SDK Hammer Level Editor in the Source 2006 engine for Half-Life 2 Deathmatch currently results in an error of: "Missing material, ...verify that your game directory is correct." If you have this problem, read on!
This is a Source SDK bug caused by Valve and this is a work-around to fix the issue and operate the game in the Source 2009 version of the engine.

Interview with Jefferey McDowell
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #6 with Jefferey McDowell (Muhnay).
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #6 with Jefferey McDowell (Muhnay).

Interview with Soenke Seidel
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #5 with Soenke Seidel (Warby).
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #5 with Soenke Seidel (Warby).

Interview with (Name Removed)
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #4 with (Name Removed) (Armageddon).
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #4 with (Name Removed) (Armageddon).

by Riven
for All games » Interviews
updated Tue Dec 28th 2010
viewed 11718 times
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Interview with Chris Kay
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #3 with Chris Kay (2d-chris).
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #3 with Chris Kay (2d-chris).

by Riven
for All games » Interviews
updated Tue Dec 28th 2010
viewed 8168 times
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Interview with Andrew Egelhofer
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #2 with Andrew Egelhofer (OmegaSlayer).
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there.
This is series entry #2 with Andrew Egelhofer (OmegaSlayer).

by Riven
for All games » Interviews
updated Sun Dec 26th 2010
viewed 10461 times
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Interview with Thiago Klafke
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there. This is series entry #1 with Thiago Klafke (Minotaur0).
An interview series focusing on the art and science of level design and those who have experience in it. Sampled from around the level design community, a mixture of amateurs and professionals alike divulge their insights into what makes a successful level and what it takes to get there. This is series entry #1 with Thiago Klafke (Minotaur0).

by Riven
for Source (Generic) » Beginner Guides
updated Thu Dec 31st 2009
viewed 47604 times
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Gameplay Optimization
A trick for improving player movement through your single or multiplayer level. Touches on the proper use of prop_physics, player clips, and layout techniques.
A trick for improving player movement through your single or multiplayer level. Touches on the proper use of prop_physics, player clips, and layout techniques.
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