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General Source Tutorials

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Hammer & SDK Tutorials

Hammer's Big Toolbar

Brief descriptions of the functions of Hammer's big buttons, the ones on the left side of the screen.

List of Impulse Commands

The various impulse commands used by developers, such as impulse 101 for all weapons or impulse 107 to echo the name of a texture.

Embedding Files into BSPs with BSPZIP

How to embed files into your BSP so that they don't have to be downloaded externally. Used primarily for textures, but will also work with sounds, sprites, computer viruses...

The Simplest Possible Introduction to Hammer

The simplest possible introduction to Valve's Hammer editor. We'll start with installing the program and end with pillars, an explosive barrel, and a simple staircase. :)

Setting Up Hammer for a Custom Mod

How to set up a custom mod configuration in Hammer, so that you can use your mod's entities and resources, and have Hammer run the mod upon compilation.

Using DispGen to Make Terrain

Covers the creation of a heightmap and use of Cannonfodder's DispGen to create displacement terrain from said heightmap.

How to Edit an FGD Entity List

The syntax of the FGD file format. Gentlemen, start your plaintext editors.

Brush Tutorials

Advanced Geometry with the Clip Tool

Curves, cylinders, holes, and slopes, with your friend the Clip Tool. Warning: high graphic load! Dial-up users beware...

Morphing the Ground (Displacement Tool)

Learn to use displacement maps to help you build good terrain.

Basic Water

The ins and outs of Source water.

Placing a Sky In Your Map

How to place a sky environment into a map.

Glass

Making the three different types of glass: unbreakable, breakable, and shatterable.

The Simplest Possible Introduction to Stairs

A very basic explanation of the two easiest ways to make stairs: a set of short blocks and an arch.

Vertex Manipulation Basics

Learn to use one of hammer's most essential tools, the vertex manipluation tool, to better enhance your maps and create more detailed brushwork.

Entity Tutorials

Entity Input/Output

Entity I/O--entity input/output--is a system for allowing what happens to one entity to affect what happens to another. For instance: when a player picks up a certain gun, the action of picking up the gun can cause an explosion elsewhere in the map.

Ropes

A nifty way to make a rope in Hammer.

Shared and Common Inputs

A list of inputs that most entities support, along with their functions.

Props and Fade Distances

You can improve your map's performance by forcing the engine not to render props if they're beyond a certain distance from the player. (Especially useful with fog, because you can stop the props from being rendered when they're behind the fog!)

Firing Multiple Entities at Once with Wildcards

For various reasons, it's often necessary to send multiple inputs to multiple entities at once. With wildcards, you can send an input to all similarly-named entities at the same time with a single output. Wildcards can even be used in some entity strings, such as the templates on a point_template entity; you can have the template remember more than 16 entities this way!

Filter Entities

HL2 supports a few "filter" entities that allow the mapper a bit of control over which entities are allowed to use which triggers. You could make a trigger_multiple that only works for Team 2 or a teleport that only affects prop_physics_multiplayer entities, for example.

Custom Sounds in a Map

Adding a custom sound, like your favorite punk-rock song or birds chirping in the distance, to your map. The sound can be made to loop infinitely, too.

Holding the Player's View

How to grab a player's eyes and move them somewhere else, to control what he sees. Useful for security cameras that can be looked through or to control what unspawned players in CS:S see.

Teleporter with Random Destination

Using the logic_case and ai_changetarget entities to make a trigger_teleport have a random destination.

Special Entity Names

How to make an entity act upon the player, upon itself, or upon its activator.

Player Inputs and Outputs

Did you ever want to make the player ignore fall damage? How about set him on fire?

Counting the Number of Players in an Area

A method by which you can count the number of players (or any other object) in a given area. Do you want a button so large that it only works if five people stand on it? Read on.

Dual Chaingun

A mounted gun that does not require a func_tank--so it can be used in CS:S and HL2DM!

Creating Random Effects with a Logic_Case

An example of how logic_case can be used to invoke random events into a map.

One-Team Door

How to make a door that will only open for one team. It locks itself until a player on the appropriate team steps into a trigger volume.

Additive Triggers

Using Math_Counters To Trigger Single Events From Multiple Triggers

Light Tutorials

Making a Dynamic Light

A light source that hangs from the ceiling and swings when shot.

Quadratic/Linear/Constant in Lights

How a light's Quadratic, Linear, and Constant properties are intertwined. I hope you paid attention in math class.

Texture Tutorials

Making a Custom Texture

Using the VTEX program to make a HL2 texture (VTF). Also covers making a basic VMT file for the texture.

Authoring a Texture with Transparency/Translucency

How to force a texture to be translucent, like glass, or partly transparent, like a banister.

Tool Textures

Skybox and blocklight and skip, oh my! What do all the materials in tools/ do?

Creating and Using Blended Textures

How to blend two textures together with displacement alphas. You can even blend the textures that came with the game.

Making an Animated Texture

Making a material, like a flame, that shows several different frames in quick succession.

Authoring a Sprite

The making of a sprite. Sprites are used for grass, explosions, fire, and other effects.

Making Sky Textures

How to take six images and turn them into sky textures. Does not cover actually making the images or implementing them into a map.

Model Tutorials

How to Compile a .MDL

Make a Model for Source!

QC Files for Static/Dynamic/Physical Models

A how-to for setting up and compiling static, dynamic, and physical models.

Mod-Specific Tutorials

Half-Life 2 Tutorials

Light Tricks

Getting a little more bang for your buck when it comes to lighting.

Combine Police Policing

Use of the ai_goal_police entity to make a Combine policeman police an area.

Mounted Guns

A mounted gun, like the ones seen in the HL2 coast level. Can be modified to shoot lasers, rockets, or mortar shells, and can shoot from a model as well as a brush.

Half-Life 2 Deathmatch Tutorials

Automatic Respawning Props

Learn how to place props in your map that will respawn automatically after they are destroyed.

Forcing Teamplay Mode for Just One Map

How to force a server to run your map in teamplay mode. Even includes the ability to set the server back to deathmatch mode when the map is done. Can also be used to force a teamplay server into deathmatch mode for just one map.

Counter-Strike: Source Tutorials

Hostage Tutorial

How to set up a functional hostage rescue map in Counter-Strike Source.

Basic CS:S Mapping

The basics of CS:S mapping: spawn points, buy zones, simple ladders, and a note on using the Parent property correctly.

Bomb Defusion Scenario

How to make a bomb defusion scenario--that is, a de_ map--in CS:S, using a func_bomb_target entity. Creation of fires and such in response to the C-4 explosion is also covered.

Making a CS:S Ladder

How to make a climbable ladder in CS:S.

Hostage Rescue Scenario

How to make a hostage rescue scenario--that is, a cs_ map--in CS:S, using hostage entities.

Nav Locations in CS:S

How to use the location names that appear below the radar, in radio commands, and in team talk messages.

Waypointing for CS:S Bots/Hostages

Bots and hostages rely on a complex navigation mesh to make their way around the map. This tutorial describes how to edit that mesh to perfection.

Weapon Effects: Player Spawning, Weapon Entities

How to spawn players (and, optionally, individual teams and players) with only certain weapons rather than the default pistol and knife. Also, how to place weapons and ammo on the ground.
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