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Modify gameplay, add textures, and integrate amazing effects Develop intense environments, then share your design with players online How cool would it be to build your own levels and customized weapons for Half-Life 2? This book will get you ready to mod so you can enjoy the ultimate gaming experience. You'll find out how to create your own maps, strategically place high-tech military equipment, and modify your levels for smoother play. All this on the bonus CD-ROM Samples from the book A video walk-through of your first mod Adobe(r) Photoshop(r) CS2 tryout version NormalMapGenerator and Compressonator by ATI Technologies, Inc. Packrat version 0.95 for Half-Life 2 and Adobe Photoshop Normal Map and DDS Authoring Plugins For details and complete system requirements, see the CD-ROM appendix. Discover how to Design maps and playing levels Load your creation into the game Expand your map with additions Include armor and weapons Distribute levels on the Web Note: CD-ROM/DVD and other supplementary materials are not included as part of eBook file.
Use this book to learn how you can, at little or no expense, make virtually any movie using Machinima. The authors guide you from making your first Machinima movie to a grounding in both conventional filmmaking and Machinima technology that will let you tackle very complex film projects. The book focuses on the following Machinima platforms: The Sims 2: Arguably the most popular Machinima platform of all time, The Sims 2 allows you to tell stories ranging from romance to noir action. World Of Warcraft: Tell your own tales of heroism in the world of Azeroth, following in the footsteps of award-winning Machinima creators and even the makers of South Park. Medieval 2: Total War - This astonishing new game allows you to create Lord of the Rings-scale medieval battle films using just a home computer! MovieStorm: For the first time, unleash the power of Machinima as a professional user using a fully-featured, fully-licensed commercial Machinima platform. You'll be introduced to all aspects of Machinima production, from live filming in a game through the creation of sets, props and characters, as well as the basics of cinematography, storytelling and sound design.
“The amount of knowledge and talent dispersed among the human race has always outstripped our capacity to harness it. Crowdsourcing ­corrects that—but in doing so, it also unleashes the forces of creative destruction.” —From Crowdsourcing First identified by journalist Jeff Howe in a June 2006 Wired article, “crowdsourcing” describes the process by which the power of the many can be leveraged to accomplish feats that were once the province of the specialized few. Howe reveals that the crowd is more than wise—it’s talented, creative, and stunningly productive. Crowdsourcing activates the transformative power of today’s technology, liberating the latent potential within us all. It’s a perfect meritocracy, where age, gender, race, education, and job history no longer matter; the quality of work is all that counts; and every field is open to people of every imaginable background. If you can perform the service, design the product, or solve the problem, you’ve got the job. But crowdsourcing has also triggered a dramatic shift in the way work is organized, talent is employed, research is conducted, and products are made and marketed. As the crowd comes to supplant traditional forms of labor, pain and disruption are inevitable. Jeff Howe delves into both the positive and negative consequences of this intriguing phenomenon. Through extensive reporting from the front lines of this revolution, he employs a brilliant array of stories to look at the economic, cultural, business, and political implications of crowdsourcing. How were a bunch of part-time dabblers in finance able to help an investment company consistently beat the market? Why does Procter & Gamble repeatedly call on enthusiastic amateurs to solve scientific and technical challenges? How can companies as diverse as iStockphoto and Threadless employ just a handful of people, yet generate millions of dollars in revenue every year? The answers lie within these pages. The blueprint for crowdsourcing originated from a handful of computer programmers who showed that a community of like-minded peers could create better products than a corporate behemoth like Microsoft. Jeff Howe tracks the amazing migration of this new model of production, showing the potential of the Internet to create human networks that can divvy up and make quick work of otherwise overwhelming tasks. One of the most intriguing ideas of Crowdsourcing is that the knowledge to solve intractable problems—a cure for cancer, for instance—may already exist within the warp and weave of this infinite and, as yet, largely untapped resource. But first, Howe proposes, we need to banish preconceived notions of how such problems are solved. The very concept of crowdsourcing stands at odds with centuries of practice. Yet, for the digital natives soon to enter the workforce, the technologies and principles behind crowdsourcing are perfectly intuitive. This generation collaborates, shares, remixes, and creates with a fluency and ease the rest of us can hardly understand. Crowdsourcing, just now starting to emerge, will in a short time simply be the way things are done.
*Unprecedented access behindHalf-LifeandHalf-Life 2 *A forward by Valve founder Gabe Newell *Hundreds of art, design, preproduction, and other art pieces crammed into the book *Over a dozen key members of Valve's staff interviewed *Officially approved by Valve *Behind City 17 and other locations *The development of the Source engine *A rogue's gallery of beasts, characters, and monstrosities *Key weapons development revelations *A tour of many of the game's locations, from inception to completion *Filled with art, screens, and anecdotes from the Valve team
Maximum PC is the magazine that every computer fanatic, PC gamer or content creator must read. Each and every issue is packed with punishing product reviews, insightful and innovative how-to stories and the illuminating technical articles that enthusiasts crave.
Rather than starting from scratch, would-be game developers can take advantage of freely available 3D game engines so that they can focus on the fun part-creating the game-rather than first creating the technology necessary to create the game. Mods alter the way a game is played, whether it means adding a new weapon, adding a whole new level to play, or even changing the rules of the game. This book contains step-by-step instruction for those interested in using id Software's Quake game engine to create modifications to the game. Covers installing the editor, thinking up an initial mod, making.
It’s time to celebrate the 10th anniversary of the Guinness World Records: Gamer’s Edition! With over four million copies sold, this is the ultimate annual for every gaming fan. It’s bursting with the latest facts and stats on your favorite games from the futuristic soccer action of Rocket League to the psychedelic paint battles of Splatoon. And as Star Wars mania explodes once again, we explore everything Jedi in a special feature section. Plus, you’ll get a sneak peek at all-new games from the ever-evolving gaming universe! Get an inside look at the indie game scene, the big-money world of eSports, and a celebration of 25 years of Mario Kart. There’s everything from space shooters such as Destiny, to RPGs such as Fallout 4, to the hit sport series FIFAand Madden. We’ve got sims, strategy games, and horror titles, and we also take a look at the toys-to-life phenomenon. From League of Legends to The Legend of Zelda, it’s all here in the 2017 edition of Guinness World Records: Gamer’s Edition!