21 December 2010

Day of Defeat: Source Updates Released

Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
  • Fixed an engine crash caused by too many precached models in some community maps. 
    Day of Defeat: Source
    • Fixed an exploit where clients could prevent weapons from recoiling properly.

    Hammer Source Player Scale and World Dimensions

    by World of Level Design
    One of the most fundamental aspects of level design is proper scale and dimensions. A door way that is few units too large or too small will ruin the illusion of your environment.
    A building set to improper scale will destroy the immersion of the player in your environment.
    Hammer Source has few key aspects of keeping your world on scale and proper proportions.
    The tutorial covers:
    How to keep your map to proper scale and dimensions
    Hammer Source character scale, wall height, door dimensions, stairs
    Developer textures
    Grid values
    Read more ...

    18 December 2010

    Day of Defeat: Source Updates Released

    Updates to Team Fortress 2, Counter-Strike: Source, Day of Defeat: Source and Half-Life 2: Deathmatch have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

    Source Engine Changes (CS:S, DoD:S, TF2, HL2:DM)
    • Improved sv_pure:
      • Materials / Models / Sounds / Animations are more comprehensively protected.
      • Switched from CRC to MD5 hashes for stronger per-file validation.
      • Fixed some issues between custom files and server whitelists over level changes.
    • Added HL2:MP to the list of dedicated server games when starting a server via the Tools tab in the Library

    14 December 2010

    Interview with Billy Hallden - Level & Environment Design

    by World of Level Design

    Billy Hallden is a level designer and environment artist. I have been inspired by his work on WoLD forums and I wanted to find out more about his work, his process and if there were any tips he could give to an inpiring level designer and environment artist. Read more ...

    02 December 2010

    Hammer Source Map Construction Breakdown

    by World of Level Design
    Hammer Source Map Construction Breakdown takes a look at what elements levels are made up of in Hammer Source. Knowing how a map is constructed inside Source helps you to understand your own process and what you need to do with your own maps.

    The tutorial covers:
    How the map constructed?
    What elements are used?
    How everything comes together in Hammer Source.

    Read more ...

    Lighting Compile Options

    by Timothy 'YM' Johnson @Nodraw.net

    Today I’m going to discuss the lighting conventions of source. Source has been evolving steadily since Half Life 2, with the introduction of HDR with Episode 1 and then per-vertex lighting for static props and shadowing textures with the Orange Box. These new methods for calculating lighting at compile time have become the standard for source, everything produced since the Orange Box uses them.

    Unfortunately the improved lighting introduced with the Orange Box was not added to hammer’s default compile settings, even as options, so we must add them ourselves. That means we need to know what they are and what they do. There are three options that we’re going to look at today, texture shadows, per vertex lighting for static props, and exact outline shadow casting for static props. So what exactly do they do? Read more ...