First of all you've got to tell people that modding is not exactly just
making couple of empty boxes, writing a new name and leaving everything
else exactly the same! Tell you what - better write a book out of Game
Engine programming, something VERY easy, using OpenGL (not DirectX). We
have s**tload of other materials everywhere, there are FAR too many
mappers, and to tell the truth - we have far too many mods aswell...
most of which are never going to succeed.
Anyway, you are going to write a chapter(!) out of mod requirements and
tips and what modding is all about, if you really are serious about it.
I don't have time for this, so i'll just hope you'd do great. So, yeah,
what modding is all about, check the Valve wiki (and write your
own...), requirements for mod (again... valve wiki, write your own +
the same I said in my text above, modding is not about making two maps
and 2 textures. It is about making a bunch of models, new weapons, new
characters, an interesting storyline etc etc (you can use your
imagination).
Extra: if you get to level design part, I believe we can help you by
giving short descriptions on this and all you know, if you don't know
what to write. One of the MOST important parts is optimization. You can
read Zombie's optimization tutorial, consult him personally (or me...
or other snarkpitters) and so on and so on. Lots of good maps are very
unoptimized. Also you should include an example CD with LOTS of
materials (that is to say... sources) on it. When people can actually
look the completely unoptimized map, in fact - they would create their
own, with the help of the book, from single room to a huge world, by
the end of the book they would have a perfectly ready modification,
unoptimized map, which they could then optimize WITH the book,
step-by-step.
Stage 1: Inoptimized map. They will use the book's help, which things
to convert into func_details etc, the book tells everything, shows
those objects aswell. Skybox done. Func_detailing begun.
Stage 2: Half inoptimized map - lots of world brushes are now func_details
Stage 3: Mostly inoptimized map - all annoying world brushes are now func_details.
Stage 4: Half optimized map - placing of hint brushes has begun
Stage 5: Mostly optimized map - hint brushes are placed, occluders are being placed...
Stage 6: Completely optimized map.
(sorry for the amount of optimization, but i'm addicted :razz: )
Anyway, don't forget to tell them difference between clipping and carving and why you should avoid carving whenever possible.
Then, you might want to let them create VERY difficult architecture
during the book, explaining everything step-by-step. You can use hints
from snarkpit tutorials. Those are here for community and as long as
the authors get credit for their work, everything's cool :smile:
Let them learn GLView, let them know commands to check the optimization level (+showbudget, mat_wireframe etc..)
As for modelling part... have them create a model! An npc model! Texture it together! Animate it! Rig it! Weight it!
Programming: Implement new weapons, new entities, new game modes perhaps, netcode...
Texturing part: UV unwrapping, using photoshop and its free alts (GIMP, i can tell is a good one (y))
Sound - let them learn Audacity and Soundforge and other interesting tools
Faceposer - LEARN IT! It's a vital tool for Single Player maps and/or mods.
I hope these tips will help you on-the-go.
HL2 tutorials 'n' stuff:
http://madedog.pri.ee
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