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  • 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.
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    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.
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    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.
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    Adding Single-Player Weapons to Half-Life 2
    15/12/04 06:52pm PST
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    - 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)

    XSI EXP for Half-Life 2 Tutorial - Camera Control
    23/09/04 12:43am PDT
    A SOFTIMAGE|XSI tutorial explaining all of the camera controls available to you in XSI!
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    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
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    - Jonathan 'Teh_Freak' Smith

    Half-Life 2 / Source Mod FAQ
    [Sat Aug 23, 2003 / 02:51am PDT] Chris 'autolycus' Bokitch


    Technical

    What language will the Source SDK be in?

      The Source SDK will be similar to the existing Half-Life SDK in that it will be C++ based, not using a proprietary scripting language. Programmers familiar with the Half-Life SDK source code will be comfortable immediately with the Half-Life 2 SDK source code.
    question created on Sat Aug 23, 2003 / 02:51am PDT
    this question has been viewed 6213 times

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