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  Seriously! » Tutorials



NOTE: This page has been replaced by SeriousEngine.com, a site dedicated to Serious Engine documentation. All links here point to the relevent page on SeriousEngine.com, but any changes or additions made will not be reflected here. You should check the main page and recent changes page on SeriousEngine.com for updates. You should also submit all new tutorials and documentation there.


MAPPING TUTORIALS
  • Advanced Zoning by LSD

    LSD has another installment in his superb mapping tutorials, this time showing you how to use advanced zoning when creating large maps with lots of buildings and building interiors. It shows you how to go about creating the maps and ensuring that you get the full advantage out of the engine's zoning abilities.

    Click here.

  • Animated Lights by lutrosis

    Make a light's illumination change via using the editor's light animation editor to create light animation files (and keyframes within them), assign them to lights and trigger them.

    Click here.

  • BlendController by Michael Harris

    A preliminary exploration of using the BlendController entity to blend/morph textures during game play. In First Encounter, Croteam used BlendController entities to accomplish the morphing of the interior pyramid room wall textures from stone/Egyptian to metallic/futuristic and also to accomplish morphing the opened pyramid top's four plates from stone/Egyptian to metallic/futuristic and to activate/deactivate an illumination texture for those plates.

    Click here.

  • Breakable Glass Tutorial by GaryP

    GaryP provides you with a step-by-step tutorial on how to create breakable glass in your serious sam maps. It has 9 screenshots for visual aid in learning how to do it. (Breakable by all weapons, not just rockets.)

    Click here.

  • Brush Mipping/LODing Tutorial by Michael Harris

    How to improve your worlds performance, by implementing distance based substitution of one instance of a brush for another..... with a highly detailed high polygon count instance of a brush shown when viewed up close and with successively less detailed lower polygon count instances of brushes shown when viewed from successively greater distances. Known as mipping or LODing (level of detailing), this technique is similar to that that can be employed for models in Serious.

    Click here.

  • Building A Corridor Between Two Different WorldBases by El-ad 'IrCarX Iirion Claus' Amir

    IrCarX Iirion Claus provides a short, straight-forward tutorial designed to introduce a way for adding a single primitive to two layers, or, in simple English, building a corridor between two different worlds.

    Click here.

  • Cathedral Ceilings by Proton

    Proton shows you how to create a room that will contain a vaulted ceiling like the ones found in old cathedral architecture. It is targeted at someone who is new to the Serious Editor.

    Click here.

  • Create A See-Through Portal by Shmerm

    Here Schmerm shows you how to make one of those see-through portals like the one in the Karnak level, where you teleport back to the ankh pool. It will be a simplified version (no teleporter yet, just the viewing part), but should give enough information so you can apply it to more complex situations.

    Click here.

  • Creating Advanced Terrain With Mipping by LSD

    LSD shows you an advanced technique for creating terrain that mips. To complete this tutorial, you need basic knowledge of the editor. You also have to know how to create terrain, and how to use projection mapping to re-texture terrain.

    Click here.

  • Creating Realistic Rain by LSD

    LSD shows you step-by-step how to create a realistic rain effect in your levels. He starts by showing you how to create a basic rain effect and then how to stop it raining indoors. To complete this tutorial you need to know how to create a basic room with skybox and how to handle textures.

    Click here.

  • Creating Terrain With Bryce 4 by Serial killa

    Serial killa shows you how to create cool looking advanced terrains with the use of Bryce 4.

    Click here.

  • Door by lutrosis

    Construct a moving door, activate it, and deal with associated lighting/shadow issues.

    Click here.

  • Enemy Spawning and Touchfield by Maldevane

    Maldevane has submitted a tutorial on how to create enemy spawns and touchfields, with pictures to show you how your map should look as you go through it. It assumes that you know how to create CSG world brushes and add entities to a map. If you've completed the 'basic room' tutorial that comes with the Serious Editor, then you should be fine.

    Click here.

  • EnemySpawner by lutrosis

    Make enemies and health and power-up items and trigger them to re-appear, individually or in waves, after delays or events, while saving memory, through the use of enemyspawners, enemy templates, and copiers.

    Click here.

  • GravityMarker by Michael Harris

    Use gravitymarker to create cylindrical gravity. Also briefly discusses central (spherical) gravity.

    Click here.

  • GravityRouter by Michael Harris

    Use a gravityrouter, two gravitymarkers and two switches to create switchable cylindrical gravity (switchable between "feet in to center and head out" and "head in to center and feet out").

    Click here.

  • Gravity Sectoring by Michael Harris

    Use sector splitting, normal gravity types and spherical (central) gravity to create a complex multi-gravity hypercube-like Escher-like map in which players can walk on all outside surfaces of a cube, walk on all interior surfaces (floor/walls/ceiling) of a room and walk all over the surface of a sphere, plus be able to move between these various environments.

    Click here.

  • Hello Serious WLD Tutorial by Michael Harris

    In a manner somewhat like that of a simple "Hello world" program that is used to provide a hands on introduction to working with a given programming language and its compiler, this tutorial discusses how to prepare Serious for editing, create a minimal world and make that world available for play in the game itself.

    Click here.

  • Hello Serious WLD #2 Tutorial by Michael Harris

    Discusses how to add a minimal building having an empty door, window, rooms and hallway (corridor) to the minimal world whose creation is discussed in the original Hello Serious WLD tutorial (see above).

    Click here.

  • How To Make A Cave Using Terrain Mapping Tutorial by Cromoly

    Cromoly shows you a neat trick to create cool looking caves in your map using terrain mapping.

    Click here.

  • Moving Water by LSD

    LSD shows you a method for making moving water in an advanced tutorial due to the required knowlege of moving brushes, sectors, and fog.

    Click here.

  • Part One - Making A Background And Sky by Brian "[SF]Bwian" Miller

    Brian "[SF]Bwian" Miller gives you step by step instructions on how to go about the first stage of making your map. It not only tells you how to make your first room but shows you how to setup a background box so your players can see the beautifully rendered sky.

    Click here.

  • Part Two: Working with CSG's and Entities by Brian "[SF]Bwian" Miller

    Brian "[SF]Bwian" Miller continues his tutorial series with a look at working with CSG's and Entities It shows you how to make a set of stairs for your level and throw in a few weapons to give you something to kill with.

    Click here.

  • Random Teleporters by El-ad 'IrCarX Iirion Claus' Amir

    IrCarX Iirion Claus provides another short, straight-forward tutorial showing you how to implement random teleporters.

    Click here.

  • Security Cameras (Project IGI style) by SteelHORN

    SteelHORN has supplied this great tutorial on how to create security camers, similar to the ones found in Project IGI. This tutorial shows how to build them using touchfields and triggers. It also goes on to briefly explain how to add advancements like disabling them, adding sounds and making panning cameras.

    Click here.

  • Single Player Map Building Guide by El-ad 'IrCarX Iirion Claus' Amir

    In this tutorial IrCarX Iirion Claus shows you how to build a Single Player Serious Sam map. This is a great guide for those new to mapping.

    Click here.

  • Skybox And Rain by LoBush

    How to create a skybox and then place rain into the player's world, plus some notes toward adding lightning. LoBush poses some questions and welcomes your feedback.

    Click here.

  • Space Fall by Proton

    Proton guides you through the steps you need to take to make maps that will see the player fall to their death if they venture to close to the end of a platform. This tutorial is targeted at someone who has a basic understanding of the Serious Editor.

    Click here.

  • Water by lutrosis

    Create water via sector splitting, content type, texturing and fog.

    Click here.


EFFECTS & TEXTURE TUTORIALS
  • Creating Fire by LSD

    LSD guides you through a a simple tutorial on how to create custom fire or effects textures for Serious Sam. You need an image editing program such as Photoshop or Paint Shop Pro, or any other that provides a full featured gradient tool.

    Click here

  • Custom Textures by Proton

    Proton walks you through the process of creating a texture from a photo and making it tile. Kmowledge of a paint package is required.

    Click here.

  • Skybox by lutrosis

    Construct a skybox room, texture it, add the sun (directional light) and make it visible in the play area via backgroundviewer.

    Click here.


MODELING TUTORIALS
  • Importing Models Into Serious Modeler From 3DSMAX by Hivoltage

    In this tutorial Hivoltage explains how to correctly import a model into the Serious Modeler. He covers proper UV Mapping for textures and proper sizing of the model for import. The tutorial includes a unfinished model with it to test his methods but you can use your own.

    Click here.


CODING TUTORIALS
  • Adding Classes To Serious Sam by Shlomo "Zip" Zippel

    Zip has put together a tutorial for any mod authors wishing to use class based gameplay in their mod, but have difficulty implementing it, or just have no idea where to start. You should be comfortable with C++ and know your way around es files to benefit from this tutorial. You should also know how to compile your own entities and insert them into SeriousEditor to use in your levels.

    Click here.

  • Adding Controls to Serious Sam by Michael "[SF]Entroper" Bennett

    Michael "[SF]Entroper" Bennett shows you how to add controls to Serious Sam. It assumes basic familiarity with Croteam’s scripting language and a fair amount of proficiency with C++.

    Click here.

  • Adding Surface Types to Serious Sam by Shlomo "Zip" Zippel

    Zip has put together a quick tutorial that will go through the process of adding new surface types to SeriousSam. Basic ES and C++ knowledge is all you'll need.

    Click here.

  • Defying Gravity Tutorial by El-ad 'IrCarX Iirion Claus' Amir

    IrCarX Iirion Claus provides the first in a series of tutorials where he covers all of the changes he has done in his Serious Sam++ mod pack. To begin with he shows you what you need to do to defy gravity.

    Click here.

  • HUD Menu System by Michael "[SF]Entroper" Bennett

    Michael "[SF]Entroper" Bennett submits another of his excellent coding tutorials, this time he outlines his implementation of a HUD menu for Serious Sam. It assumes familiarity with Croteam’s scripting language and a fair amount of proficiency with C++, which you probably have if you’re working on the code for a Serious Sam mod.

    Click here.

  • Locational Damage For Serious Sam by Child

    In this tutorial Child will show you the code he created for putting locational damage into your mod. This is an intermediate tutorial and requires familiarity with C++ and the Serious Sam SDK.

    Click here.

  • Matrix Style Cam by Chao "EricCartman"

    EricCartman shows you how to create a Matrix Style Cam for your mod. If you have seen the film "Matrix", you know what he is talking about. It's the still frame effect where everything freezes while the camera spins around the character 360 degrees, allowing the audience to see what’s going around at that instance of time.

    Click here.

  • Still-Frame Effect by Shlomo "Zip" Zippel

    Zip has put together a tutorial for any mod authors wishing to to implement the Still-Frame ("Matrix") effect. He will also provides a modified game.dll for non-coders to download and play around with this cool feature. You should be comfortable with C++ and know your way around es files to benefit from this tutorial.

    Click here.