 |
Feedback
If you've got any feedback, suggestions, or bugs to report regarding the Collective website, go here!
Feedback (303)
|
|
|
|
 |
 |
|
recent articles
|
NPC and Item Placement Theory
17/03/05 11:35pm PST
Non-Player Character (NPC) and item placement can influence both the gameflow and immersion of a level. This article aims to give some pointers on how to properly place them.
- Hugh 'Hugh' Lloyd
|
|
|
Got Props?
13/03/05 08:32am PST
A common problem in HL2 mapping is props not showing up in game. This article explains why and offers solutions.
- Jeff 'Yesukai' Pritchard
|
|
|
Simulating Randomness
18/12/04 11:29pm PST
This article focuses on how to properly simulate random events that should occur at a certain average frequency, or within a certain probability per period of time.
- Skyler 'Zipster' York
|
|
|
Your world in HL2
06/12/04 12:17am PST
This article gives tips and advice to anyone wanting to make custom photorealistic textures to be used in Half-Life 2.
- Oksid
|
|
|
Hiding in Shadow
21/08/04 01:11pm PDT
Describes how to create a function that has monsters disregard you if you are hiding in a certain level of "darkness," which can be set from within map properties.
- Anders [Wolf] Jenbo (NoBody)
|
|
|
Bump Mapping in Half-Life
08/08/04 11:58am PDT
Details a method of achieving real-time bump mapping in Half-Life, and provides an implementation of the algorithm.
- Francis 'DeathWish' Woodhouse
|
|
|
Real-Time "TRON 2.0" Glow For Low-Spec Hardware
19/06/04 02:06pm PDT
A sequel to the original "Real-Time 'TRON 2.0' Glow" article, this describes how to implement real-time glow that works on low-spec graphics cards.
- Francis 'DeathWish' Woodhouse
|
|
|
Hitboxes and Code
05/06/04 06:25pm PDT
How do I make only one part of a monster take damage? Learn about the relationship between model hitboxes and what you can do with them in a characters code.
- Jonathan 'Teh_Freak' Smith
|
|
|
|
|
 |
latest active comments (more)
Source SDK Tools Available Now (Fri Nov 5, 2004)
posted by david on Sat May 10, 2008 / 08:22am PDT
Zoner's Half-Life Tools - Custom Build 1.7 (Sat Feb 1, 2003)
posted by Adam (amckern) McKern on Wed Apr 23, 2008 / 04:01pm PDT
Valve Hammer Editor 3.4 (Wed Dec 11, 2002)
posted by Ammon on Wed Mar 19, 2008 / 10:45am PDT
Zoner's Half-Life Tools - Custom Build 1.7 (Sat Feb 1, 2003)
posted by Pezmc on Sun Feb 17, 2008 / 03:47am PST
Valve Hammer Editor 3.4 (Wed Dec 11, 2002)
posted by Marek on Tue Feb 12, 2008 / 09:53am PST
|
|
Friday May 18, 2007
In order to better serve the Source SDK development community, new Source SDK discussion forums have been created on the Steampowered forums. These new forums are a replacement for the forums located here. The VERC forums will be kept available for reference, but will be no longer open for any new posts. We apologize for any inconvenience this may cause, and appreciate your patience as this transition is made.
You can access the new forums here. |
| post modified on Sun Jun 10, 2007 / 05:54pm PDT |
[Source / general] |
|
Saturday March 4, 2006
Adam Foster has released the second episode of Minerva - Metastasis 2. The first episode had you exploring a combine controlled island, infiltrating and destroying. It left off with you deep inside the heart of the island, battling combine, and this new episode seamlessly picks up where the other other one ended, so you'll probably want to play all the way through again.
You'll probably want to play all the way through again anyway, as Minerva is amazingly well put together and fun to play.
Go to the Minerva page for more information. |
|
Thursday March 2, 2006
planetphillip has started up a new HL1 project:
EVER WANTED TO HELP BRING THE DEAD BACK TO LIFE? Half-Life Resurrection is a team project that aims to finish cancelled Half-Life 1 mods, with the permission of the original mod creators.
In many ways this will be harder than starting a completely new mod. Team members will have to understand that if they work on a partially completed map they must finish it with as few changes as possible. Our task is to finish the mod and keep it as original as possible.
The project is looking for dedicated and talented members of various skills and experience. We would like the team to consist of many nationalities to reflect the international community of Half-Life. The only language requirement is to be able to read and write a basic level of English. |
|
Drop by http://www.planetphillip.com/resurrection/ for more information. |
|
Sunday February 5, 2006
 |
Issues 2 has arrived and it's still for HL1, still using SoHL, so if HL1's still your cup of tea, and you don't really, really suck at mapping, you should join. :)
Full post, courtesy of Firebinder:
For those of you who aren't familiar with the original Issues, it was a collaborative mapping project, begun as a sequel to Project Quantum Leap. The idea was to collect unrelated maps and short multi-map adventures by many different authors and put them all into a single map-pack, without any unifying story. Okay, Issues sort of had a story, but still each mapper's work pretty much stood on its own. Issues used the Spirit of Half-Life mod/toolkit originally created by Laurie Cheers.
It was my priviledge to lead the Issues project, and with encouragement from the original team, as well as members of the Spirit of Half-Life community, I'm pleased to announce the beginning of Issues 2.
Like its predecessors Issues 2 will be a collaborative mapping project. Each mapper will create a map or short multi-map adventure without concern for what the other mappers are working on. There will be no unifying story. Issues 2 is open to mappers of all levels of skill and experience, so it's a great opportunity for newbies to get published for the first time, and also a great opportunity for experienced mappers to show off or experiment.
Issues 2 will be using Spirit of Half-Life, probably version 1.4, or maybe 1.5 if it's stable enough. Submitted maps must be able to run under Spirit, but they don't necessarily have to use it's features.
I've created a website to get us started with. Drop by http://issues2.home.att.net and let me know what you think. In addition to mappers, I'd also like to invite modelers, texture artists, and voice actors to join - Spirit offers many opportunities for customization in these areas. |
|
|
 |
|
Wednesday January 25, 2006
Just a follow up to my news post here. I feel obligated to announce that this multiplayer Half-Life mod has been released today.
Go to their website for more information, media and downloads. |
|
Friday December 9, 2005
Adam McKern writes,
This is an Open Beta to anyone that wish's to test the ZHLT 3 Serries Tools on there 64 Bit System.
ZHLT Is the official third party complier for Half Life 1 based level designers, and this 64 bit build shows the commitment of the community programmers working on the ZHLT 3 Project.
Along with the 64 Bit build there is a nice addition for those that work on SOHL Levels, with Cpt_Andrew adding an env_sky fix to the code.
So please take part in the open beta by downloading the tools direct at http://downloads.ammahls.com/zhlt/zhlt34x64beta.zip or visit http://ammahls.com/index.php?page=downloadcat&cat=tools |
|
Thanks Adam! |
|
Monday November 14, 2005
Very soon we'll be beginning a beta of the next version of the Source SDK, which will be run in a similar way to how the Steam UI beta was run. When the beta is ready to go we'll have a page on the VDC that lists the new features available, along with a place to report problems. |
|
Monday November 7, 2005
 |
A new version of VTF Explorer tool has been released - 1.3. The most significant feature of the new version is ability to browse and create .VMT files! Creating\editing materials is pretty easy and reminds editing entity's properties in Hammer editor. You can download latest version from project's page over hl2source.com. Below you can read list of all improvements:
* Added full support of .VMT files - you can view, edit and create them from scratch * An easy-to-use material editor which offers different editors for various value types * Materials' shaders and values information is stored in text file which makes it very easy to manipulate and extend * Added preview of animated .VTF files in browser window * Added option to display image dimensions in browser window * Added ClearView font support to browser window * Added help file * Added updater to ease delivery of new material definations and program updates |
|
|
| post modified on Mon Nov 07, 2005 / 05:13pm PST |
[Source / tools] |
|
Thursday October 27, 2005
 |
Al3xand3r dropped me a note to let me know that ModHQ hsa an interview with Valve's Erik Johnson posted. Erik gives some background on Steam and some upcoming releases, as well as a good dose of advice for aspring mod teams.
| The thing that the successful MODs all had in common was that they all had a single idea that they were going to use to drive their game design forward, and it was a good one. No amount of execution, art quality, PR, fancy websites, or time is going to overcome a bad idea for a game. Second, and just as important, they shipped as fast as they could and then continued to ship and ship and ship. Successful MODs measure their success after each release and use what they learned to form the ideas for the next one. If an idea fails, they remove it from the next version, if an idea succeeds, they continue to iterate around that specific element. |
|
Head on over to the ModHQ and check out the full interview. |
|
news archives
|
|
|
 |