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NOTE: This page has been replaced by SeriousEngine.com, a site dedicated to Serious Engine documentation.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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
Serial killa shows you how to create cool looking advanced terrains with the
use of Bryce 4.
Click here.
Construct a moving door, activate it, and deal with associated lighting/shadow
issues.
Click here.
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.
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.
Use gravitymarker to create cylindrical gravity. Also briefly discusses central
(spherical) gravity.
Click here.
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.
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.
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.
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.
Cromoly shows you a neat trick to create cool looking caves in your map using
terrain mapping.
Click here.
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.
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.
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.
IrCarX Iirion Claus provides another short, straight-forward tutorial showing
you how to implement random teleporters.
Click here.
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.
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.
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.
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.
Create water via sector splitting, content type, texturing and fog.
Click here.
EFFECTS & TEXTURE TUTORIALS
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
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.
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
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
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.
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.
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.
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.
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.
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.
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.
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.
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