
By noon this Friday, the following need to be completed:
1. Upload your video to the class area on YouTube and include a link on your blog.
2. Blog at least three (3) screenshots of your project. The screenshots should be posted as popups with a resolution of at least 800 x 600 pixels. Also include one image in the body of the blog (max width 480 pixels).
3. Blog descriptions of: a) How and why your project differed (if at all) from your original proposal, and b) Any lessons learnt from your project that you can share with the class and the wider mod community.
We will view projects starting lunchtime Friday. Also be prepared to verbally describd the items in 3. above.
********PIZZA!!! I'M BUYING PIZZA FOR LUNCH ON FRIDAY*******
- Instructor Evaluations due by May 16
- Course Fee Delinquency
COMPLETE MISCELLANEOUS IN-CLASS TUTORIALS 25%
- In XSI complete the cat head and lamp animation and upload .exp files.5%
- In XSI make timebomb and import into Half Life 2, blog screenshots.10%
- In Hammer, build a Deathmatch room and blog at least one screenshot.5%
- Faceposer tutorial and upload video to class YouTube site. 5%
CUSTOM CHARACTERS IN DEATHMATCH 25%
- Make face texture for Deathmatch and blog face texture and in-game screenshots. 10%
- Create a custom model from scratch and import into Deathmatch, blog screenshots, and upload zipped hl2mp\materials folders 15%.
READ AND BLOG RESPONSE 20%
- Read Introduction to Videogames and Art and blog. 3%
- Blog at least one screenshot from Half Life 2 and discuss narrative. 3%
- Read Games - The Extensions of Man and blog. 3%
- Blog a description of a Source game mod or machinima and blog. 2%
- Read The Game Design Sequence and blog. 3%
- Read interview with Tobias Bernstrup and blog idea for art mod or machinima. 3%
- Read High Performance Play: The Making of Machinima. Watch one of the pieces and blog review. 3%
FINAL PROJECT 30%
- Blog project description. 5%
- Blog a description of progress and screenshots at least weekly (min 3 blog posts). Upload to class. 5%
- Prepare 5 min max mod/machinima piece and upload to class YouTube site. 20%
As discussed in class
Friday, May 2 - work on final projects in class (unless you've agreed alternative arrangements with me). Blog progress.
Friday May 9 - work on final projects in class (unless you've agreed alternative arrangements with me). Blog progress.
Friday May 16 (morning class only) - present final projects, wrap up and debrief.
All final videos must be uploaded to the class's YouTube site.
The best way to distribute custom content (models, sounds, textures, etc) is to package them with the map file using a program called Pakrat (free). When downloaded the custom content will be placed in the correct folders on the client machine.
The linked image shows clearance dimensions for player characters in Hammer, e.g. minimum door height and maximum step height.
Image courtesy Noesis Interactive.
- Triggering sounds is similar to triggering faceposer scenes
http://www.fpsbanana.com/tuts/2935
- Console Commands (CVARS)
A complete list:
http://developer.valvesoftware.com/wiki/Console_Command_List
In-game bring up the consol by hitting the ~ key.
To access commands enter: sv_cheats 1
To remove the HUD the weapon view and the crosshairs (useful for machinima)
r_drawviewmodel 0
cl_drawhud 0
crosshair 0
To show the wireframe rendering
mat_wireframe 1
To display in the consol the material under the crosshairs
mat_crosshair
To display the level with flat rendering (and an instant modern art piece)
mat_drawflat 1
- Mac the Ripper for extracting content from DVDs
http://www.mactheripper.org/
- GCFScape for extracting game content (models, textures, sounds, etc)
http://nemesis.thewavelength.net/index.php?p=26
Looking at the Academic Calender it appears that finals start on Saturday May 17. We could therefore theoretically fit in a class on Friday May 16. I propose a morning only class for presentation of final projects and wrap up. This would give you three full days to complete your projects and to catch up with other work. We will discuss in class this Friday.
You can make arches, cylinders, spheres, toruses, spikes and wedges directly in Hammer. Here's how....
Select the block tool on the left-hand side.
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On the right-hand side of the application locate the Category options.

Under Object: select the primitive shape required. Complete any requierd options, e.g. for the sphere select the number of faces.
Now, with the mouse in a 2D window, drag to create a block. [Note: at this stage the shape will just be a block -- you will not see a sphere for examle.] Once you have the block size you want hit ENTER and the primitiave shape will appear. For the arch and the torus after pressing ENTER a window will appear with additional shape options.

username: sfsumods
pword: gman
follow the youtube guidance for file formats and size
http://www.google.com/support/youtube/bin/answer.py?answer=57924&topic=10525
This is the procedure for completely reskinnning an hl2 character:
http://www.hl2world.com/wiki/index.php/Reskinning_Models
You will need a tool called GCFScape to extract the hl2 character models from Valve's compressed GCF format.
http://nemesis.thewavelength.net/index.php?p=25
How to make an animated texture:
http://www.hl2world.com/wiki/index.php/AnimatedTextures
How to set up a surveillance camera and monitor:
http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=125
Before you do anything else today, download SpeechSDK51.exe from here:
Blog a detailed description of your final project idea. Structure under the following headings:
1. Concept
- What element is the main focus of this mod or machinima?
- What interests you about the element you have chosen?
- How will you abstract this main element?
- What simplifications will you make?
- What will be your final "product" (note: everyone must produce video documentation of the project whether or not the project is a game or a machinima)
2. Technical
- On what game will this mod or machinima be be based?
- Which techniques will you use from those learnt in class?
- Which new techniques will you need to research and implement?
- What technical problems do you foresee?
3. Schedule
- Provide a schedule broken down as follows
Friday April 25
Friday May 2
Plus describe work and research you will perform outside of class.
Include images of any design sketches, models, textures, maps, etc. Anything that will help to illustrate your idea.
0910 - 1155 Faceposer tutorial
1310 - 1555 Faceposer tutorial / final projects
The .res file is a file on the server which lists the custom files (sounds, textures, etc) that need to be downloaded for the client for a particular map.
The .res file is placed in the maps folder on the server. It has the same name as the map file but with .res on the end, for example:
map file: my_room.bsp
res file: my_room.res
Here is a good tutorial on the subject:
we have a lot to get through and it will affect your grade. I keep track.
Friday April 11
- Announcements (see separate blogs)
- Deathmatch tournament debrief
- Deathmatch server tour
- Deathmatch - specator mode (for machinima)
- Video capture using FRAPS and VirtualDub
- Machinima - watch films and review
- Video capture using FRAPS and VirtualDub
- Deathmatch - specator mode (for machinima)
- Custom textures in Hammer
http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=121
- Introduction to Faceposer
http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene
http://www.youtube.com/watch?v=qzKmboA8Fo0
Download .wav sound file for practice
Homework: bring in .wav file of your voice for lipsynching in Faceposer. File must be of the following format: 4-bit Microsoft ADPCM ("MSADPCM") mono .WAV files at 44kHz (44100Hz)
Friday April 18
Create Choreography scene in Faceposer
Friday April 25
Work on final Machinima project FA119 and CIA Lab
Friday May 2
Work on final project FA 119 and CIA Lab
(Andy's baby due)
Friday May 9
Focus
Abstract
Simplify
Test
We had a blast last night playing Deathmatch, in spite of issues with the custom models. I'll just have to recomplie everything on my machine (it's all part of the service!).
Let's make this a regular weekly event. Wednesdays 9pm - 10pm.
Send me your models and I will compile them for the game. Send me your custom levels (compiled in Hammer to .bsp) and I will add them to the map rotation. Let's start seeing some of our own cool stuff in the game!
I updated the tutorial with a few additional notes, mainly regarding render mapping.
Download file

harlequin bought it
0910 - 1155
- Discussion of issues with custom model
- Complete custom models
1310 - 1555
- Play Deathmatch with custom models
- Blog screenshots from Deathmatch
- View machinima films and discuss reviews
Diary of a Camper, 1996
Quake done Quick, 1997
Operation Bayshield, 1997
Arrival of a Train at La Ciotat, The Lumière Brothers, 1895
Le Voyage Dans La Lune, Georges Melies, 1902
Hardly Workin', The Ill Clan, 2000
Rebel vs Thug, Ken "3Dfilmmaker" Thain, 2002
Fake Science, Dead on Que, 2002
Ann, Fountainhead, 2003
Anachronox, Jake Huges, 2002
0910 - 1555
Announcements
- Valve looking for student work (see separate post below)
- Mid Term Assessments (see separate post below)
- Class Deathmatch server MODS, password = sfsu
Complete custom character and import into Deathmatch game
- see revised tutorial below
- see list of character number assignments below
- upload zipped hl2mp\materials folder so I can add models to the server so we can all see them in the game
- play Deathmatch on the class server.
- post at least one good screenshot of yourself in the game (you may need a friend to help with this). Remember screenshot = F5 with the image going to the game's screenshot folder.
Read High Performance Play - The Making of Machinima.
Download reading
You are a reviewer for Machinima Online (made up name) select one of the machinima pieces, view it, and blog your review of it.
The review should include the following, at a minimum:
1. One screenshot.
2. A one paragraph description of the technology used to create it and the level of proficiency achieved by the makers.
3. A one paragraph evaluation of the narrative quality of the piece. Is the piece interesting just because it's made with computer game technology? Would it be of interest to someone who wasnt't familiar with the original game?
4. Somewhere in your review, refer to the reading, for example by using a quote.
I created the another character (Dolly) in Deathmatch and made a few changes to the procedure. The main changes are highlighted in yellow.
Download revised tutorial
I will be completing mid term assessments the weekend of March 29. I will be issuing mid term letter "grades". You therefore have the Spring Break to catch up. By now, it should be clear what needs to be have been completed, but here's a summary list:
- Read Introduction to Videogames and Art and blog.
- Blog at least one screenshot from Half Life 2 and discuss narrative.
- In XSI complete the cat head and lamp animation and upload .exp files.
- Read Games - The Extensions of Man and blog.
- In XSI make timebomb and import into Half Life 2, blog screenshots.
- Blog a description of a Source game mod or machinima and blog.
- Read The Game Design Sequence and blog.
- Take photos for head replacement in Deathmatch.
- Make face texture for Deathmatch and blog face texture and in-game screenshots.
- Read interview with Tobias Bernstrup and blog idea for art mod or machinima.
- In Hammer, build a Deathmatch room and blog at least one screenshot.
- Create a custom model from scratch and import into Deathmatch, blog screenshots, and upload zipped hl2mp\materials folders (this is so I can upload them to the server so everyone will see each other's model).
- Read High Performance Play: The Making of Machinima. Watch one of the pieces and blog review.
(see the class blog for full details of each assignment)
The main aim of the assessment is to give you an idea of how you are doing in the class and how you could improve. My main concern is whether you have mastered a particular process, not so much that you have produced a great model or level (although of course that would be great and you will get credit for it!). As we have seen, the mod process is far from straightforward and mastering it is paramount. You can always find a decent model (for free or for money) on the internet, but it's another matter getting it into the game.
In addition to the technical aspects, in your posts I'm looking for some evidence that you have thought outside the (kill) box in your thinking about games: what they are, how they funciton in society, and what can be done with them in an artistic context.

dolly fell down the stairs

dolly's dead in the water

dolly killed by his own studpidity
I received this email from Valve...................
Dear Valve Academic Program Participants,
We are in the process of updating the Academic Licensing Program under the name SourceU. The SourceU program will be a community-driven program with the goal of being a invaluable resource for students and educators alike. All existing Valve Academic Program licensees will be incorporated into SourceU.
As part of the launch of SourceU, we would like to showcase student-created works using the SDK. This would serve as an excellent opportunity to provide exposure to your school’s program. If you are interested in participating, please submit a description of the student’s project along with screenshots, links, and other relevant materials to sourceu@valvesoftware.com.
Please let us know if you have any questions.
Best Regards,
The SourceU Team
Valve Corporation
For use in the game, rename your models as follows:
# Andy Cox - male_01
# Joseph Adkins - male_02
# Robert Carter - male_03
# Brian Chiu - male_04
# Darren Evans - male_05
# Reinhard Gutzat - male_06
# Mitchell Hall - male_07
# Xander Kent - male_08
# Jan-Kevin Lascina - male_09
# Noriko Matsuba - female_01
# Danny Pan - female_02
# Tawnia Rose - female_03
# Chris Selig - female_04
# Nicolaus Seppi - female_05
# Stephanie Sorth - female_06
I'm definitely going to be about 0.5 hr later today. Please continue with work as described in the previous blog.
0910 - 1155
Create a custom model from scratch and import into Half Life 2 Deathmatch
If I am late to class, either complete your Deathmatch face (if unfinished), catch up on other imcomplete work, or get started on this project. I will demo when I get in.
Download custom model to Deathmatch tutorial.
1310 - 1555
Discuss ideas for art mods
Watch XPlay from the Game Developers Conference
Build the room and blog at least one screenshot.
http://www.valve-erc.com/srcsdk/Levels/hl2dm_basics_construction.html
1. Create your face image
Download Noesis Tutorial

2. Import into Deathmatch
Download tutorial file (PDF)
Valve facemap texture outlines for Deathmatch men and women, and Deathmatch player icon template (zip file)
This is for part 2. above.
Read the interview with Tobias Bernstrup from Video Games and Art. Blog an idea for an art mod using the Source Engine.
0910 - 1155
- History of Half Life 2 - recap
http://www.twcdc.com/games2007/2007/09/half_life_network.html
- Importing models into Half Life 2 from XSI - the final word
- Demo of how to make Half Life 2 Deathmatch face texture
- This week's assignment
- Review of assignments and uploads to date
- Where are we heading?
- Make face texture for Deathmatch following the Noesis tutorial
- Upload a 480 pixel wide version of the completed texture to your blog as an embedded image
1310 - 1555
- Demo of importing face map into Deathmatch
- Upload Deathmatch zipped hldmp\materials folders
- Play Deathmatch
- Watch X-Play Game Developers Conference, Day 1
If you've been modding Half Life 2 single player, for example, using the SDK then before modding another game, e.g. Half Life 2: Deathmatch, LAUNCH DEATHMATCH ONCE TO RESET THE SDK FOLDER LOCATIONS. This is IN ADDITION to selecting the game you want to mod in the SDK drop down menu.
Provide 6 photos of your head in preparation for making a head texture to replace the head texture of a Half Life 2: Deathmatch character. The photos should be taken against a blank light-colored background. The photos should be facing right, right 45 degrees, front, left 45 degrees, left, back of head and top of head (not shown).

You should set a digital camera to medium resolution, or scan at at least 1024 x 768.
Next Friday you will be making the head texture and applying it to a Deathmatch character. This is a texture made from the above photos:

photos courtesy Noesis Interactive