List of tutorials that I want to write/have written, and the key points.
☐
Tutorial: Zooming in to the subunit world of GoldSource mapping
- Describe power of 2, usage of resizer blocks, methods:
- do work at power-of-2 scale of the final object
- move/scale at po2 fractions
☑
Tutorial: The packing (and non-packing) of bodygroups and skin groups in GoldSource models
- Describe how bodygroups are packed and how to calculate them for use as
body
kv
- Describe how skins are NOT packed (only uses first one) and how to manually pack skin groups into the first texture group
- Example model: scientist?
☐
Tutorial: Fake corpses
- A way to have dead props of monsters without _dead variant (their models don't have death poses), and without messing with QC/SMD/CPP
- env_sprite
- pros: can freeze animation at end of dying sequence
- cons: cannot set body/skin
- monster_furniture
- pros: can set body/skin
- cons: sequences reset and needs scripted_sequence, needs to play death seq. in full plain just doesn't work without seq. events in the dying act-sequence
- explore other options
- explore a way to have gibbable corpses (func_breakable is too goofy tho)
☐
Tutorial: Divide And Conquer Method
- How to narrow down on sources of problems in a map
- touch on prelims: map > check for problems... [& also entity report?]
- examples: allocblock, entities causing crashes on load
☐
Tutorial: Jerry-rigging props into GoldSource
- Finding the best entities to have models. criteria and use cases:-
- props: can set body and skin
- corpses: can set body, skin, sequence, frame
☐
Tutorial: Entity cryptids