HL2 Mapping - Beginner HD Video Tutorials

RenStrike

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I'm starting a set of tutorials for beginners. I will also do some tutorials that have to do with specific things in the editor, but for now I'm going to start with beginner tutorials.

HL2 Mapping - Beginner Tutorial 1 (Making, Compiling, and Running a Basic Room)
HL2 Mapping - Beginner Tutorial 2 (Basic texturing, and adding a Hallway to another Room)
HL2 Mapping - Beginner Tutorial 3 (Adding a Door to your Hallway)

Let me know what you think, and what I could do to improve future video tutorials.
 
Quite explanative but also quite long....

But I don't see a reason to tell all the ebginners to compile with all settings to fast.

Also, if you want to get rid of those mis-alignments during duplication then simply "uncheck" the texture lock button.
 
Added a 3rd tutorial.


Thanks for the feedback Unarmed.

I don't think it's really too long. In less than 10 minutes you can have a map made, compiled, and in game. That's pretty awesome for a beginner to do.

Having the compile settings set to fast is the best way to do it in almost all cases during testing. It's when you are actually wanting to test your lights, and vising, in great detail, that you would ever need to change them.

Disabling texture lock is probably a good idea when planning on duplicating, and rotating a brush. I never unlock textures, it's just something I don't do. Even still, it helps so that when a texture gets unaligned like this for the beginner, he knows how to fix it.

Again, I really appreciate the feedback.
 
I never uncheck that either, but thats the reason why your textures mis-align. I always move my room inte its position and then with all selected i go to texture application and set X and Y to 0 and check world.

Oh, and world means that the texture is alligned to the world. Face means that it is alligned to it's current face. This is usually the cas when rotating and suchlike. SOmetimes this can be useful if you want to miror things that are on an opposite face. If both world and face are checked then this simply means that the current face is alligned to world so these two are actually the same thing.
 
I'll have to remember that, setting X and Y back to 0, and checking World. Thanks for the tip.
 
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