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Quake 4 mods for dummies - Guilfoyle E.

Guilfoyle E. Quake 4 mods for dummies - Wiley publishing , 2006. - 411 p.
ISBN-13: 978-0-470-03746-1
Download (direct link): quake4modsfordumm2006.pdf
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While making your own level, you get all the basics required. From creating a room and painting the walls to adding light, you build a place to start. From there, you convert your level from the editor and load it in the game for some fun.
Part III: Expanding Your Creation
Part III goes beyond the basics of building a simple level for the game. This is where you go from a single room to something you can enjoy with your friends online. This is arguably the best part of making a level for Quake 4.
I start you off with simple additions to the level. You expand from creating a single room to creating something a bit bigger. From there, I show you some
optimization tricks. These advancements are some of the most valuable because they can perhaps help the novice and advanced alike.
With your small level in hand, you next turn it into a fun single-player and multiplayer level. You add on an outside area with a great sky. Then you introduce some monsters that won’t think twice about fighting back. From there, I show you how to set up your level for multiplayer fun by adding more players for deathmatch, team deathmatch, and CTF excitement.
Part IV: Going Beyond the Basics
Making custom levels isn’t the only thing you can do to modify the game. In Part IV, I take you on a path that can not only help to improve the level you created in previous chapters, but also separately improve the game.
The trip starts with scripting, where you can discover how to command things in your level with just a few lines of code. You can rise above the rest by running text-based commands from within the game.
Moving on from scripts, I show you the world of textures. Textures are what can take your player from the dunes of Mars to the beaches of Hawaii. From the confines of a dungeon to the vastness of space, you can create the images that line the walls of everything in the game. Not only are the walls covered in this part, but so are the faces and bodies of the players within the game. Textures cover it all.
On track with the visuals in the game, I show you the graphical user interfaces. Not only do these wonderful creations allow you to create interactive screens in the game, but also don the face of the game menus themselves. This is what can turn your modification from simple add-on to a total conversion of the original game.
Closing off this part is what you need to know to get your mod out to the world. I show you what’s involved in packing up your level for distribution. Then I guide you through what should be done to get your mod onto the Web sites for all to see. Why not let the world have as much fun as you did with your awesome creation?
Part V: The Part of Tens
Part V puts everything else into perspective. Modding doesn’t stop where I left off. There are tons of other things that you can do to customize the game, and I provide you with ideas to get you started. At this point, you have the knowledge to further yourself in the world of modding or to find more help when needed.
Quake 4 Mods For Dummies
I provide you with ideas and examples of modding tips and tricks and where to look for them. Then I provide examples of the different mods currently available online and why I think they’re a cut above the rest.
Icons Used in This Book
As you read through the book, you’ll find some fun little icons in the margins. These icons alert you to special content that often highlights the topic at hand. Here are the icons you might see and what they mean:
Tips provide helpful information about the subject. Although perhaps not immediately relevant to performing the task, these tips will come in handy at sometime in the future.
Remember icons remind you of an important idea or fact that you should keep in mind as you explore Quake 4 mods. They might even point you to another chapter for more in-depth information about a topic.
Warnings point out specific actions that you want to keep your eye on. Read each of the warnings as you’re going through a chapter to make sure that problems do arise later.
Technical Stuff icons provide further insight into the subject being read. You can skip them if you like, but I find them to be quite informative.
Part I
The ABCs of Modding
The 5th Wave By Rich Tennant
come here quick / Look at this special ef£ect I learned with the new Quake 4 editing software.'*
In this part . . .
M ames can be a lot of fun to play. They allow your mind to explore a virtual world as someone or something that you’ve never been before. From your own home to the jungles and deserts of the world to the infinite possibilities of space, you can go anywhere you want. The only limitations you have are those of the people who created the game.
Well, playing games is just where the adventure begins. You can be the one who tells the story of a faraway place. You can create lands and worlds that come from your own imagination. Then, you can be the one who takes your friends on the adventure that you created for them.
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