Source Engine Workshop

Time

Tuesday, November 8, 2011 - 7:00pm to 10:00pm

Location

Art building, room 241
San José State University

The Plan


*****This is all done in Windows. Apple doesn't support Source SDK but does support some Steam Games.
*****Check back here for more content until event for updates related to the workshop
**** I will be updating the list of programs with which you will need in order to export/import your own models/skins, as soon as possible. It will be located near the top of the page.

*Required Software
Steam account and login (Install Steam)
Team Fortress 2 (Download TF2 for free)
Source SDK (available upon TF2 installation)
Source SDK found under TOOLS in STEAM client.

Programs for Modeling:
Will update list by 5-6 pm Sunday the 6th. Keep checking back.
**updated**
Taken directly from HellJumper's guide to modeling
in Blender for on youtube.

Find his guide located below here.

__________________________
Necessary Programs:
Blender: http://www.blender.org/download/get-blender/
SMD tools: http://developer.valvesoftware.com/wiki/Blender_SMD_Tools
Gimp / Photoshop: http://www.gimp.org/
VTFedit: http://developer.valvesoftware.com/wiki/VTFEdit
GCFscape: http://developer.valvesoftware.com/wiki/GCFScape
MDLdecompiler: http://www.chaosincarnate.net/cannonfodder/cftools.htm
GUIstudioMDL: http://www.wunderboy.org/apps/guistudiomdl2.php
Notepad++: http://download.cnet.com/Notepad/3000-2352_4-10327521.html
__________________________
Recommended Software (Games with different Source Engine content/functions)
Half-Life 2/HL-2 Deathmatch (has different versions for different features)
Alien Swarm (would be nice to have if interested in different viewpoints within game)
Portal 2 (different authoring tool included in purchase of Portal 2)

Introduction**

Purpose of workshop: To give a reasonable introduction to creating levels and exporting and importing models into Source:SDK via Team Fortress 2, a free game, available via Steam.

Steam can be found online from valvesoftware.com. or by typing source sdk/ TF 2/ or steam online into google.com.

I will be speaking about map editing , model importing and exporting and the use of "entities" to setup up events thru interaction of triggers", as well as creating "nodepaths" that allow NPCs to move and interact as well as perform "squad" based actions with NPCs grouping and acting as a "squad" towards a different "squad" or group; These are all setup by "triggers" from "entities" that are "tied" to "brushes" (the material with which the user can viewed in-game which is "rendering" it). I will be talking about other uses and guide to how or where the information can be found to do different things within the programs.

(**** Because we are using Team Fortress 2(free via download use google or see above**), which doesn't use NPCs because it is a multiplayer game, we will only go over this if we have time...
which I hope we will)

Source SDK is used to...

Create an event, make a environment with which certain rules apply, or to make a map of one of your favorite games to try-out.

Check this out:

http://source.valvesoftware.com/

The S:SDK can used as an art medium, a game designing tool, a map editor, a model generator, a lighting simulation; it can used to deliver a film or performance ( machinama/second life), create a new genre of video games(mods of Source), create an interactive dialogue from the developer to the user (New Media Artist Robert Yang, http://www.radiator.debacle.us/).

There are many things to do with the engine... I hope I will be able to allow the viewer to become more familiar with the tools, it is their own option to which way they will go with the capabilities.

So...

The map content launches through the chosen game which works in coordination with the source SDK. Basically, the user run's the content they have created/developed inside the Source SDK through the game of their choice. Those I have some familiarity and/or have heard of are

Team Fortress 2 (free) / Half Life 2/ Portal (2) / Alien Swarm (free game which uses specific top down camera angles to make a unique experience of source sdk) / Half-Life 2 DeathMatch (DM) / Gary's Mod (which unfortunately I haven't used yet) are of the many games (mods) that use the Source: SDK.

(This is the proper way to write and describe the source sdk because the name of the tool is Source as well as it being a source developer kit; hence it is refered to as s: sdk or source:sdk)
________________________

These are the most recent games that have their own authoring tool provided to access their specific content that uses S: SDK content.

http://developer.valvesoftware.com/wiki/SDK_Installation

The SDK is the framework with which the user creates new mods (modifications of the framework). A complete list of created mods using the Source: SDK can be found here.

http://en.wikipedia.org/wiki/List_of_Source_engine_mods

_________________________________________

Modeling.

I will basically be following HellJumper's Blender 2.5 Modeling Tutorial for TF2. I have read a few different modeling guides now and this seems to be most complete for modeling specifically for and in live coordination with TF2 and Source:SDK.

His guide can be found here.

http://forums.steampowered.com/forums/showthread.php?t=1536668

and we will be focusing on part 3 in order find out exactly what programs we need. Part 3 regards compiling.. Part 1 regards exporting models out of Source:SDK based games in order to have reference and other such technicalities that relate to scale, size, and physics.

***** Here I am using HellJumper's direct description from his link (see above) Where he lists and describes various necessary programs that are needed. This information is located here at youtube.

http://www.youtube.com/watch?v=-X5QGx2TP_8

"Uploaded by InteractiveBUD on Feb 13, 2011
If you can't see what I'm doing, go into full screen HD!

PART 2: 29:43
PART 3: 46:19

For FAQ visit: http://forums.steampowered.com/forums/showthread.php?t=1536668
Please don't ask questions that are answered there! I won't answer them!

Sourcefiles used in this tutorial: http://dl.dropbox.com/u/10100459/For%20Download/Blender%20Heavy%20Source...

Necessary Programs:
Blender: http://www.blender.org/download/get-blender/
SMD tools: http://developer.valvesoftware.com/wiki/Blender_SMD_Tools
Gimp / Photoshop: http://www.gimp.org/
VTFedit: http://developer.valvesoftware.com/wiki/VTFEdit
GCFscape: http://developer.valvesoftware.com/wiki/GCFScape
MDLdecompiler: http://www.chaosincarnate.net/cannonfodder/cftools.htm
GUIstudioMDL: http://www.wunderboy.org/apps/guistudiomdl2.php
Notepad++: http://download.cnet.com/Notepad/3000-2352_4-10327521.html

Useful modeling hotkeys:
shift+a - add menu
right click - select
a - toggle select all
b - select box
s - scale
r - rotate
g - move
e - extrude
tab - toggle between edit mode/object mode
Middle Mouse Button - rotate
shift + MMB - pan
scroll wheel - zoom
ctrl+e - mark seam / mark sharp menu
ctrl+n - recalculate normals
u - UV unwrap menu

Websites and Resources: (read from top to bottom)
http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro
http://tinyurl.com/ygy52s3
http://www.blendercookie.com/
http://www.polycount.com/forum/showthread.php?t=73559

How do I make jiggle bones? Thanks to SgtR007_1, we have an answer! http://www.youtube.com/watch?v=JP9ce_ygeSA

Finally, the audio / video gets out of sync near the end for some odd reason. It's only a second's difference, and it doesn't hinder anything.
Category:
Gaming
Tags:
HellJumper's Blender Modeling Tutorial team fortress tf2 valve complete model source 2.5
License:
Standard YouTube License"

*** Thank you HellJumper ***

Depending on the amount of customization the user wants to create per model (the sense of being a model that is complete and used in function with a Steam powered game using S:SDK) the user can do a smaller amount of change (importing a skin) or a large amount of change (creating a model using XSI SoftImage, Blender, or 3D Studio *will connect links soon)).

Refer to top of page for list of required programs for modeling in Source.

Visit the required programs located at TOP.

_________________

Mapping

Hammer is the map editor for Source SDK based projects. The user can also import sketchup as well as other modeling programs into Hammer via *Need to find link.*

Tutorial for first level.

Find here via my channel

http://www.youtube.com/user/tkinetik1

Your First Map (valvesoftware)
http://developer.valvesoftware.com/wiki/Your_First_Map

Team Fortress 2 Mapping Basics

**

Alien Swarm Mapping Basics
http://developer.valvesoftware.com/wiki/Swarm_Mapping_basics

If you load Hammer from the Alien Swarm SDK tools, there are some things you'll need to do to successfully compile an Alien Swarm map.
http://developer.valvesoftware.com/wiki/Swarm_Mapping_Compile_Settings

Alien Swarm - Creating an add-on campaign. (Intro to making a Mod with Source:SDK)

http://developer.valvesoftware.com/wiki/Swarm_Campaign_Add-on_Tutorial

What Actually Happened

Event added by tkinetik1