Half Life 2 Mods For Dummies


Half Life 2 Mods For Dummies
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Half Life 2 Mods For Dummies


Half Life 2 Mods For Dummies
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Author : Erik Guilfoyle
language : en
Publisher: John Wiley & Sons
Release Date : 2007-01-29

Half Life 2 Mods For Dummies written by Erik Guilfoyle and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-01-29 with Computers categories.


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.



Machinima For Dummies


Machinima For Dummies
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Author : Hugh Hancock
language : en
Publisher: John Wiley & Sons
Release Date : 2007-07-31

Machinima For Dummies written by Hugh Hancock and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007-07-31 with Computers categories.


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.



Crowdsourcing


Crowdsourcing
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Author : Jeff Howe
language : en
Publisher: Crown Currency
Release Date : 2008-08-26

Crowdsourcing written by Jeff Howe and has been published by Crown Currency this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-08-26 with Business & Economics categories.


“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.



Half Life 2 Titles


Half Life 2 Titles
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Author :
language : en
Publisher: PediaPress
Release Date :

Half Life 2 Titles written by and has been published by PediaPress this book supported file pdf, txt, epub, kindle and other format this book has been release on with categories.




Half Life Series


Half Life Series
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Author :
language : en
Publisher: PediaPress
Release Date :

Half Life Series written by and has been published by PediaPress this book supported file pdf, txt, epub, kindle and other format this book has been release on with categories.




Quake 4 Mods For Dummies


Quake 4 Mods For Dummies
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Author : Erik Guilfoyle
language : en
Publisher: John Wiley & Sons
Release Date : 2006-07-14

Quake 4 Mods For Dummies written by Erik Guilfoyle and has been published by John Wiley & Sons this book supported file pdf, txt, epub, kindle and other format this book has been release on 2006-07-14 with Computers categories.


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.



Maximum Pc


Maximum Pc
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Author :
language : en
Publisher:
Release Date : 2007

Maximum Pc written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with categories.


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.



Video Gaming


Video Gaming
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Author :
language : en
Publisher: PediaPress
Release Date :

Video Gaming written by and has been published by PediaPress this book supported file pdf, txt, epub, kindle and other format this book has been release on with categories.


Video games have come a long way since Atari launched Pong back in 1971. The Innovation Library helps expose students to the important concept of innovation. With the pace of change in the video game industry, even the youngest student has seen the impact of innovation on games that they enjoy.



Maximum Pc


Maximum Pc
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Author :
language : en
Publisher:
Release Date : 2007

Maximum Pc written by and has been published by this book supported file pdf, txt, epub, kindle and other format this book has been release on 2007 with categories.


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.



Creating Games


Creating Games
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Author : Morgan McGuire
language : en
Publisher: CRC Press
Release Date : 2008-12-23

Creating Games written by Morgan McGuire and has been published by CRC Press this book supported file pdf, txt, epub, kindle and other format this book has been release on 2008-12-23 with Computers categories.


Creating Games offers a comprehensive overview of the technology, content, and mechanics of game design. It emphasizes the broad view of a games team and teaches you enough about your teammates' areas so that you can work effectively with them. The authors have included many worksheets and exercises to help get your small indie team off the ground. Special features: Exercises at the end of each chapter combine comprehension tests with problems that help the reader interact with the material Worksheet exercises provide creative activities to help project teams generate new ideas and then structure them in a modified version of the format of a game industry design document Pointers to the best resources for digging deeper into each specialized area of game development Website with worksheets, figures from the book, and teacher materials including study guides, lecture presentations, syllabi, supplemental exercises, and assessment materials