Alien vs. Predator 2 combines elements, creatures, and settings from the hit movies Aliens and Predator in three unique, interlocking stories. They unfold from the perspective of a young Marine Corporal, a newly-emerged Alien, and a Predator on the hunt. Highly detailed environments, phenomenal effects, and an advanced game engine intensify the gameplay of this first-person shooter adventure.

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Upscaling LithTech 2.X Engine games

Upscaling LithTech 2.X Engine games

Starting a mod Tutorial 1 comment

Tutorial on making upscale mods for LithTech engine based games, mostly for LithTech v2.x, such as No One Lives Forever or Aliens versus Predator 2.

Model Creation Overview

Model Creation Overview

Players Modelling Tutorial

This document is to help start the character creation process of any model that you want to bring into the Lithtech engine.

SP Model to MP

SP Model to MP

Players Modelling Tutorial

Tutorial to change an SP character to MP for AvP2.

Dedit Object reference

Dedit Object reference

Mapping/Technical Tutorial

list and basic description of game objects used in the creation of Alien vs Predator 2. If you have a question about the meaning of any of the available...

Dedit Tutorial Part 2

Dedit Tutorial Part 2

Mapping/Technical Tutorial

Welcome to the DEdit overview and tutorial. DEdit is the tool created by the LithTech team that enabled the AVP2 Level Designers and Artists to create...

Dedit Tutorial Part 1

Dedit Tutorial Part 1

Mapping/Technical Tutorial

Welcome to the DEdit overview and tutorial. DEdit is the tool created by the LithTech team that enabled the AVP2 Level Designers and Artists to create...

RaptorRed's Skinning Tutorial

RaptorRed's Skinning Tutorial

Skinning Tutorial

Raptor Red's skinning tutorial using Winrez for Lithtech

Introduction to AvP2 Skinning

Introduction to AvP2 Skinning

Skinning Tutorial

AVP2 skinning tutorial for Lithtech engine games. Created by PROJAM

Most Common DEdit Questions Asked

Most Common DEdit Questions Asked

Mapping/Technical Tutorial

Ask and ye shall be given, answers to questions and a whole lot more.

Cutscene tutorial

Cutscene tutorial

Mapping/Technical Tutorial

Changing the aspect ratio for a truly cinematic experience. Basically a point and shoot system. You can easily switch the camera on and off. rs to make...

nosnapnocsg

nosnapnocsg

Mapping/Technical Tutorial

Sample Alien and Sample Marine use a special technique that allows comsiderable detail to be included into maps. By removing everything but what the player...

AI

AI

Mapping/Technical Tutorial 1 comment

You can just drop AI into a map and it will practically work. The important thing to realize AI has two broad groups, allies and enemies. Allies wont...

Adding Particles

Adding Particles

Mapping/Technical Tutorial

Most these objects work to create the atmosphere of Aliens versus Predator. A steam filled corridor, a Green secreted dripper torn into a damaged walkway...

Complex Trigger tutorial

Complex Trigger tutorial

Mapping/Technical Tutorial

As complicated as you want to make it. XenoCommand is probably the most complex series of triggers in AvP2. In the process there are many interesting...

Adding hackable objects and breakable locks

Adding hackable objects and breakable locks

Mapping/Technical Tutorial

You can easily add objects to your level to increase the interest and interaction in your level. Its just a question of how much, and how complicated...

Adding Sound FX

Adding Sound FX

Mapping/Technical Tutorial

You can easily add sound objects to your level to increase the interest and interaction in your level. Nothing strikes the fear into the hearts of players...

Prefabs

Prefabs

Mapping/Technical Tutorial

Prefabs are an important component in creating a organized node tree. Prefabs are saved as .ed files, that can be inserted into other .ed map files.

Muliplayer/ SinglePlayer differences

Muliplayer/ SinglePlayer differences

Mapping/Technical Tutorial

With the game startpoint you can set which ever character you want for SP, but it merely represents a point in the level to start in MP.

Adding props

Adding props

Mapping/Technical Tutorial

Props bring life to a level. They're things the player and characters seem to interact with. If included wisely in a map, they give a sense of place ...

Adding Pickups

Adding Pickups

Mapping/Technical Tutorial

FPS need pickups, they help move the game forward. Think back to DOOM and the feeling of dread, as you searched for that next pickup, always worried if...

Basic Trigger tutorial

Basic Trigger tutorial

Mapping/Technical Tutorial

Triggers are great but they need a random component. You bought this great game, and there's stuff you liked and elements you hated, and you heard people...

Sky Boxes and Portals

Sky Boxes and Portals

Mapping/Technical Tutorial

Skies define a sense of place and time of day. Are you in the mountains, an arid desert, or some alien planet? A skybox prefab can help create the surrounding...

Water and Rain

Water and Rain

Mapping/Technical Tutorial

Placement of water and rain is a great equalizer for Pred cloaking. There are a few limitations, the character models don't have swim animations so unfortunately...

Lighting tutorial

Lighting tutorial

Mapping/Technical Tutorial

Lights that seem to come out of nowhere tend to look fake. Always use a fixture or a texture to help define the source of the illumination. It will create...

Stairs, Lifts, Ramps and Ladders

Stairs, Lifts, Ramps and Ladders

Mapping/Technical Tutorial

Jumping down a floor is easy enough, getting back up is particularly hard for humans. Making sure that humans can move through your map is important...

Grates and Railings

Grates and Railings

Mapping/Technical Tutorial

Continuing with the versatile TWM object, it can be used for grates and railings. Though becoming less important now with engines that can push 20000...

Making Windows

Making Windows

Mapping/Technical Tutorial

Transluscent World Models. Exactly what it sounds like. An object specifically designed to make a brush look "see thru" . Next to the door object, hugely...

4 Types of Doors

4 Types of Doors

Mapping/Technical Tutorial

The door object is the single most versatile element in game design. Beyond your basic door, the door object is also used for elevators and lifts, switches...

Textures/Surface Flags

Textures/Surface Flags

Mapping/Technical Tutorial

The same method used for .dtx textures on walls, works for character skins and models. If you are interested in creating skins for characters, you need...

Processing/optimizing

Processing/optimizing

Mapping/Technical Tutorial

Processing can often flag problems with a map. If your map locks up during processing there is probably a problem with the setup of your map. At a minimum...