The Human Pond is a recently started blog, we are three guys who write about games, movies, music, art and what ever we feel like writing about. This group is our link into the ModDB community.
Learn how to use smoothing groups to eliminate hard shading where you don't want it.
Learn how to export a model from Blender to Overgrowth.
Learn how to export a texture to the Source engine, the basic way.
Learn almost all there is to learn about the scripted_sequence entity.
Learn how to make an NPC talk in the Source engine.
Learn how to setup Face Poser on Windows XP, Vista and 7 so that automatic lip sync works.
Learn how to record sound that can be used to lip sync in Face Poser.
Learn how to make your map look better and/or compile faster by changing the lightmap scale.
Learn how to optimize your levels using areaportals.
Learn how to use GCFScape and VMEX to extract and decompile an official Valve map to bring it into Hammer.
Learn how to create an APC that drives along a path in the Source engine.
Learn how to optimize your maps using the 'hint' and 'skip' textures to alter the leafs.
Learn how to create a monitor that can show what a camera sees.
Learn the basics of optimization, learn about leafs and portals and how to keep their numbers down using func_detail to increase compilation speed.
Learn how to destroy a breakable wall with the help of a triggered explosion.
Learn how to quickly make and use your own animations in Overgrowth.
Learn how to create a 3D skybox, you will also learn the basics of visGroups. A 3D skybox is used to create the illusion that the level is larger than...
Learn how to make a moving brush using the func_tracktrain and path_track entities together. This can be used to create trains, elevators, advanced doors...
Learn how to alter the minds of those puny NPCs to change what they think about other people or things.
Learn how to use the info_node entity to enable NPCs on your maps to navigate properly.
Learn how to use a scripted_sequence to make a combine kick in a door.
Learn how to create displacements and use the displacement editing tools in Hammer.
Learn how to use the light, light_spot, light_environment entities and the skybox texture to give your maps some light.
Learn how to - in a reliable and fast way - make openable doors and doors that are just for show.
This tutorial will teach you how to use the input/output system to make a combine break a ceiling window and rapell down for a flashy entrance.