Valve Hammer Editor Tutorial: Functional Architecture: Clip brushes & brush entities ★LDA Ts04★
Автор: RunThinkShootLive
Загружено: 2016-07-28
Просмотров: 5057
This Valve Hammer Editor tutoring session covers all the basic details of clip brushes & brush entities with the GoldSource Engine.
MENU
6:15 lesson goals
7:16 clip brushes (invisible walls)
10:06 clip brush uses
13:54 clip brushes in outdoor maps
19:30 clip brushes on stairs
22:17 brush entities
27:44 brush entity limitations
32:16 stationary brush entities
37:51 exercise - creating a func_breakable
52:30 func_breakable properties and flags
1:04:05 func_wall
1:07:06 exercise - a room with windows
1:26:11 func_illusionary
1:30:04 exercise - a room with a fence (incomplete)
SESSION OBJECTIVE
To teach the viewer to be understand and use clip brushes and brush entities.
This video contains explanations of the concepts and exercises for the viewer.
POINTS COVERED
01. What are clip brushes?
02. Clip brushes uses and usage.
03. Brush entities: Movable.
04. Brush entities: Usable
05. Brush entities: Special visual property
06. Brush entities: Invisible triggers
07. Brush entities: ONLY ONE FUNCTION
08. Func_wall and Func_illusionary
FINAL NOTES
This session was cut short and the final part of the session will be concluded in another sessions/video.
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The Level Design Academy is a series of livestreams and videos, teaching complete beginners the basic of using the Valve Hammer editor to make single player mods in the GoldSource engine.
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If you like what I am doing, please support me on Patreon:
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RUN. THINK. SHOOT. LIVE.
RunThinkShootLive.com lists and reviews single player maps and mods for the Half-Life series of games.
In addition the site also generates related content, including various types of podcasts and articles.
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CREDITS:
Jeff Muñoz (ThatoneJeff)" created the new intros for the videos and significantly helped with logo design - thanks Jeff, you ROCK!
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