<a href="http://www.design3.com/ref/GDNET-2d37091e.html" target="_top"><img src="http://www.design3.com/affiliate/accounts/default1/banners/728x90-d3-GameDev2.png" alt="Get 50% Off design3" title="Get 50% Off design3" width="728" height="90" /></a><img style="border:0" src="http://design3.com/affiliate/scripts/imp.php?a_aid=GDNET&a_bid=2d37091e" width="1" height="1" alt="" />
This is an affiliate banner - registering with design3 will also benefit GameDev.net!
Source Choreography & In-Game Cinematics
In these 27 chapter videos you’ll explore Valve’s dynamic Faceposer toolset to develop choreographed NPC sequences. These will include custom dialog, facial animation, and blended gestures - each containing multiple actors, conditionals, and events.
Various sequences are then connected and additional interactivity can be integrated via the powerful input/output response system in Hammer for endless possibilities. You can even harness the in-game camera to dictate how players can, or should, experience the action as it unfolds.
Let’s get started...
First you’ll need to download the support files.
Chapter 1 - Getting Started
A detailed overview of what will be learned in the following chapters.
Chapter 2 - Creating A Mod In The SDK
Learn to create a mod for the source engine using the SDK.
Chapter 3 - Running The Game
Start up Half Life 2 and learn to activate the developer console.
Chapter 4 - Copying Server & Client Dlls
See how to copy the server and client DLLs into your own mod folder.
Chapter 5 - Extracting Content
Learn to extract materials and models for your mod using GCFScape.
Chapter 6 - Hammer Build Program
Modify your Build Program options to make your mod work in Half Life 2.
Chapter 7 - In-game Level Example
Check out an in-game playthrough example to see what you will be creating in the following chapters.
Chapter 8 - Hammer Level Example
A brief look at what you can create using the choreography and cinematic tools in the Source SDK.
Chapter 9 - Recording
Learn to create custom sounds for your games. Using Audacity, we'll record sound files and show you how to get them into your games.
Chapter 10 - Creating Sound Scripts
Create scripts so that your game can locate and play your custom sound files.
Chapter 11 - Creating Captions
Learn to create captions for your sound files. This allows players to read the dialog text and follow along to what is going on in your game more closely.
Chapter 12 - Overview & Setup
Familiarize yourself with the Face Poser tool within the Source SDK.
Chapter 13 - Lip Syncing
Using Face Poser, sync your character's lips to the dialog of your custom sound files.
Chapter 14 - Hammer Input Output System
Using the Object Properties menu, you'll learn to use outputs and inputs for Half Life 2.
Chapter 15 - Logic Choreographed Scene Setup
Learn how Face Poser communicates with Hammer to make your scene function properly.
Chapter 16 - Character Motion & Gestures
Using the info_target entity you'll learn to trigger your character's movements and gestures while building your scenes.
Chapter 17 - Combining Animations
In this chapter learn how to combine two animations to create completely new ones. This is useful if you don't plan to create your own custom animations for use in Half Life 2.
Chapter 18 - Adding Characters
Most scenes in your games will have more than one NPC interacting with your main character. In this section you'll learn to create additional characters and give them a part to play in your scene.
Chapter 19 - Facial Animations
Using flex sliders and custom expressions you'll learn to create unique facial animations for your characters.
Chapter 20 - Looping & Relays
Using the logic_choreographed_scene entity, learn about loops and relays that will further allow the player to interact with objects and triggers in the scene.
Chapter 21 - Troubleshooting Methods
Learn several ways to troubleshoot problems you might encounter while modding in Half Life 2.
Chapter 22 - Responses Systems
Create an AI response system that will fire off responses when a player interacts with an NPC.
Chapter 23 - Teleporters & Debug Points
While testing your maps and scenes its good to have debug points. These will allow you to test your map without triggering events that may occur further into your game level. This saves precious time when trying to debug problems and make fixes within your game.
Chapter 24 - Timing Cameras
Learn to set up cameras and trigger them with certain events. These cameras can be used to show multiple angles of your scene and events.
Chapter 25 - Console Commands & Map Locations
A list of other useful console commands and map file locations.
Chapter 26 - Level Walk Through 1
Part 1 of a recap walk-through, this video reviews the entire process of putting together the finished game level shown in the tutorial.
Chapter 27 - Level Walk Through 2
Part 2 of a recap walk-through, this video reviews the entire process of putting together the finished game level shown in the tutorial.
We hope you enjoyed the “Source Choreography & In-Game Cinematics” tutorial series. Please visit design3.com/source-engine for more Source tutorials covering topics such as:
● Source Level Design
● Source Machinima Choreography
● Source Machinima Cinematography
● Left 4 Dead Mapping
● Custom Props & Animation with 3ds Max
● Custom Props & Animation with Maya
● Source Vehicle Scripting
● Source Choreography & In-Game Cinematics
● Source Creature Rigging
● Modifying and Recompiling Source Characters
● Portal 2 Mapping Basics
New Source content coming to design3
We’re currently working on a playable Portal 2 mod as well as a “Portal 2 Advanced Mapping” tutorial, which will be available soon at design3. Stay tuned and be sure to check it out!
<a href="http://www.design3.com/ref/GDNET-2d37091e.html" target="_top"><img src="http://www.design3.com/affiliate/accounts/default1/banners/728x90-d3-GameDev2.png" alt="Get 50% Off design3" title="Get 50% Off design3" width="728" height="90" /></a><img style="border:0" src="http://design3.com/affiliate/scripts/imp.php?a_aid=GDNET&a_bid=2d37091e" width="1" height="1" alt="" />