This is my first tutorial on learning QC for Nexuiz. QC is the language used for the gamecode, and is pretty easy to learn. Once you have the hang of...
This is the second in my occasional series of QC tutorials for Nexuiz.
In my tutorial I'm going to show you how to create a square box map. It is really easy in Postal 2, unlike many games which can take quite a bit...
This tutorial introduces the XML data format used in The Broken Hourglass, including concepts of data tables and templates.
This tutorial gives a brief introduction to wscript, the functional programming language used to govern event scripting in The Broken Hourglass...
This short tutorial contains simple information on building shaders within the Source Engine for Half Life 2 mods.
As Extraction in FacePoser does not currently work for Windows Vista users, it's useful to know how to lip sync without the use of Extraction. This tutorial...
A brief tutorial outlining how to write a simple mutator for Unreal Tournament 3. This is a relatively in depth and detailed tutorial, ideal for any budding...
Basic introduction to the new material editor plus examples on how to set up some of the most common materials.
This second tutorial will teach you how to write a mutator with configurable properties, and how to create and set up a user interface scene for it.
After having written our first mutator, and created a mutator with a user configuration menu, we'll now take a closer look at the UnrealScript language.
In this tutorial we'll see how to setup the editor for the Id-tech 4 games (Doom 3, Quake 4 and Prey) and build your first playable room. Adding lights...
A detailed guide of the arduous process of exporting an object from Maya and importing it into Source.
In this tutorial we'll see how to manipulate the brushes, and creating different structures by standard blocks. This tutorial is compatible with Doom...
Learn how to take your 3D model from Maya and turn it into an active video game prop. Learn the processes of exporting, compiling, and integrating your...
Using the Textures created in my 'Building Texture maps for Material Shaders using Photoshop' Tutorial, we go through the process of getting a Basic...
This Noesis Interactive tutorial teaches the process of creating custom facial maps using Photoshop. Learn how to take a series of digital photos and...
This Noesis Interactive tutorial introduces you to the recently released Softimage/XSI 6 Mod Tool. The Mod Tool is specially designed for video game development...
Learn the basics of animation in the Softimage/XSI 6 Mod Tool with this tutorial from Noesis Interactive. Follow along as topics such as bone chains...
How to make a seamless/well tiling texture from a photo and add additional parts to make the texture "your own".
This Noesis Interactive tutorial outlines the interface and basics of Autodesk’s Maya 8. It provides an overview of the tools, windows, and options you’ll...
This short lesson from Noesis Interactive outlines the steps to “tag a rig” in Softimage/XSI. This process teaches you how to set up your rigs so that...
World of Padman provides an internal music player! In this tutorial I would like to show you how you can add your own songs as a music pack.
Launch Savage 2 in debian using wine Written by booiiing @ www.s2games.com
This tutorial is part of a series of three will show you how to create complex materials, and how to program a weapon which can alter them, and a physics...
Introduction to modelling with the XSI 6 MOD Tool - A video training module from Noesis Interactive
This tutorial from Noesis Interactive shows you to take your 3D model from the Softimage/XSI Mod Tool and turn it into an active video game prop. Learn...
This tutorial is part of a series of three will show you how to create complex materials, and how to program a weapon which can alter them, and a physics...
This tutorial will show you how to write a mutator that attaches a spotlight to a player. The code was written by Luke 'Ambershee' Parkes-Haskell for...
This tutorial will show you how to write a mutator that uses post processing. The code was written by Luke 'Ambershee' Parkes-Haskell for Shee Labs Mutator...