Tutorials (Killing Floor): Difference between revisions

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Please include step by step pictures with tutorials in addition to your text if applicable. Steps should be clear & concise so even a beginner can attempt to comprehend it and follow along. If you assume the user has prior prerequisite knowledge to be able to follow the tutorial, add links to the needed knowledge in the form of another tutorial in this section(Build this section from the ground up).
'''''Editors''': Please include step by step pictures with tutorials in addition to your text if applicable. Steps should be clear & concise so even a beginner can attempt to comprehend it and follow along. If you assume the user has prior prerequisite knowledge to be able to follow the tutorial, add links to the needed knowledge in the form of another tutorial in this section(Build this section from the ground up).''


==Basic Guides for Beginners==
==Basic Guides for Beginners==
These tutorials are aimed at beginners, and assume little to no prior knowledge.
* [[Beginners Tutorial | Beginners Tutorial - My First Level]]
* [[Beginners Tutorial | Beginners Tutorial - My First Level]]
*
* [[Creating A Basic Mutator]]
*
* [[Scripting Tutorial]]
*
 
*
 
*
==Coding==
 
=====[[Creating A Basic Mutator]]=====
Covers the set up of a mutator, compiling the mutator using UCC, an example mutator and further reading.
 
=====[[Multiplayer Mutators]]=====
 
Covers fundamentals of writing mutators that can work in networked multiplayer games.
 
=====[[Mutator Essentials]]=====
 
Covers essential mutator functionality.
 
=====[[Displaying output]]=====
 
Covers several ways of outputting to the screen, including logging, the console, and the message system.
 
=====[[Replacing a Single ZED]]=====
 
Tutorial showing how to replace an existing ZED with a new version.
 
=====[[Replacing A Weapon Texture]]=====
 
Tutorial showing how to replace a weapon's texture with a custom version.
 
=====[[Interaction|Using interactions]]=====
 
This page covers the details of the ''interaction'' class and shows how to use it to capture input and display graphics on the screen.
 
=====External Articles=====
 
* [http://forums.tripwireinteractive.com/showthread.php?t=46134 Modifying Existing Weapons]
* [http://forums.tripwireinteractive.com/showthread.php?t=78699 Creating Custom Perks]
 
==General Mapping==
 
General mapping tutorials ranging from creating rooms to adding locked doors.
 
*[http://www.angelmapper.com/gamedev/tutorials/beginner1.htm Mapping tutorial] on angelmapper.com
*[http://forums.tripwireinteractive.com/showthread.php?t=36993 Creating an SP map] on tripwireinteractive.com
*[http://forums.tripwireinteractive.com/showthread.php?t=39664 Basic mapping] ([[DA2]]) on tripwireinteractive.com
*[http://forums.tripwireinteractive.com/showthread.php?t=33060 Locked doors with keys] on tripwireinteractive.com
*[http://forums.tripwireinteractive.com/showthread.php?t=40428 Changing the level summary] on tripwireinteractive.com


==Movers==
==Movers==


*  
Tutorials with a focus on all things related to [http://wiki.beyondunreal.com/Legacy:Mover movers].
 
*[http://udn.epicgames.com/Two/MoversTutorial.html Movers tutorial] on UDN
*  
*  
*
*
*
*
*


==Story Missions==
==Effects==
 
Tutorials for effects.
 
*[http://forums.tripwireinteractive.com/showthread.php?t=33278 Particle emitters] on tripwireinteractive.com
 
==Content Creation==
 
Tutorials aimed at content creation, either covering the creation of the media itself or how to get it in-game.
 
===Textures===
 
[[Importing Textures]]
 
*[http://area.autodesk.com/louis_tutorials/cat_overview_part_1_rigging_with_cat Rigging with CAT] on autodesk.com
*[http://forums.tripwireinteractive.com/showthread.php?t=54305 Texturing] on tripwireinteractive.com
 
==Objective Mode Mapping==
 
''Objective mode'' is an alternative game mode for mappers who want to create missions outside of the standard mode of play (ie. no trader. no waves, etc.)
It provides support for objectives, checkpoints & respawns, dialogue and more.  Below are a couple of useful tutorials on how to use story mode actors to create story missions.
 
You can find information on how to create Objective Mode maps [http://wiki.tripwireinteractive.com/index.php?title=Objective_Mode_(Killing_Floor) here]
 
== Miscellaneous ==


These links are to various tutorials that aren't category-specific.


'Story mode' is an alternative game mode for mappers who want to create missions outside of the standard mode of play (ie. No trader. no 'waves', etc.)
* [http://www.fluxiserver.co.uk/wiki/index.php?title=Tutorial:UnrealScript Flux's coding tutorials]
It provides support for objectives, checkpoints & respawns, dialogue and more. Below are a couple useful tutorials on how to use story mode actors to create story missions.
* Alexs's [[Objective Mode]] [http://forums.tripwireinteractive.com/showthread.php?t=93610 tutorials]


==External Links==


[http://forums.tripwireinteractive.com/showthread.php?t=39077]*Fel's tutorial
*[http://umh.sandcrawler.net/index.php?page=tutorials Various tutorials] (scroll down)
*[http://www.mavenshq.com/?page_id=170 Killing Floor SDK tutorials]
[[Category:Killing Floor]]
[[Category:Tutorial]]


[http://forums.tripwireinteractive.com/showthread.php?t=78480]*Alex's tutorial
{{KFDevNavBox}}

Latest revision as of 00:07, 4 January 2014

Editors: Please include step by step pictures with tutorials in addition to your text if applicable. Steps should be clear & concise so even a beginner can attempt to comprehend it and follow along. If you assume the user has prior prerequisite knowledge to be able to follow the tutorial, add links to the needed knowledge in the form of another tutorial in this section(Build this section from the ground up).

Basic Guides for Beginners

These tutorials are aimed at beginners, and assume little to no prior knowledge.


Coding

Creating A Basic Mutator

Covers the set up of a mutator, compiling the mutator using UCC, an example mutator and further reading.

Multiplayer Mutators

Covers fundamentals of writing mutators that can work in networked multiplayer games.

Mutator Essentials

Covers essential mutator functionality.

Displaying output

Covers several ways of outputting to the screen, including logging, the console, and the message system.

Replacing a Single ZED

Tutorial showing how to replace an existing ZED with a new version.

Replacing A Weapon Texture

Tutorial showing how to replace a weapon's texture with a custom version.

Using interactions

This page covers the details of the interaction class and shows how to use it to capture input and display graphics on the screen.

External Articles

General Mapping

General mapping tutorials ranging from creating rooms to adding locked doors.

Movers

Tutorials with a focus on all things related to movers.

Effects

Tutorials for effects.

Content Creation

Tutorials aimed at content creation, either covering the creation of the media itself or how to get it in-game.

Textures

Importing Textures

Objective Mode Mapping

Objective mode is an alternative game mode for mappers who want to create missions outside of the standard mode of play (ie. no trader. no waves, etc.) It provides support for objectives, checkpoints & respawns, dialogue and more. Below are a couple of useful tutorials on how to use story mode actors to create story missions.

You can find information on how to create Objective Mode maps here

Miscellaneous

These links are to various tutorials that aren't category-specific.

External Links