The gmax Handbook / Edition 1

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Overview

After playing the same levels or flying the same airplane over and over, many avid gamers quickly tire of their games. Now, with gmax supported games, they have a 3D modeling tool that is easy to use, comes with documentation, and includes a common framework that can be used to modify many popular games. The gmax(tm) Handbook shows you how to use this powerful application to modify actual games, such as Microsoft Flight Simulator 2002, Dungeon Siege, Quake III Arena, Trainz, and more!

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Editorial Reviews

Library Journal
Video games have graduated from child's play to big business, so acquiring one or two creation guides is a good idea. Suitable for libraries serving beginning to intermediate users, gmax and Level explain how to use the free gmax editor to create new elements ("mods") for existing games. While Level strictly focuses on building new levels for first-person shooter multiplayer games, gmax discusses creating both levels and characters, with examples of models for many popular games; its CD-ROM includes gmax 1.2, a trial of Paint Shop Pro 7, and projects and images from the book. Level's CD-ROM also contains gmax 1.2, in addition to a trial of Photoshop 7, finished files, a discussion of what makes fun and useful game levels, and a chapter on careers in the game industry. Business and Legal helps those launching a game design company, covering from financing and staffing to protecting intellectual property and licensing work. Though specialized, this guide contains invaluable content for game developers and start-ups; appropriate for large public libraries and university libraries supporting design programs. Also for large libraries, Online Games builds on the growing popularity of the genre, discussing the process of proposing and designing as well as pitfalls and lessons for design teams. Case studies and interviews add real-world credence, and an appendix provides a useful online world time line. For intermediate to advanced designers, On Game Design discusses the process of turning an idea into a playable and marketable game. A great example-filled resource, it encourages designers to think about the different ways that games appeal to players, important gaming elements, and the psychology behind various games' success; for large libraries. Copyright 2003 Reed Business Information.
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Product Details

  • ISBN-13: 9781584502203
  • Publisher: Cengage Learning
  • Publication date: 5/12/2003
  • Series: Charles River Media Game Development Series
  • Edition description: BK&CD-ROM
  • Edition number: 1
  • Pages: 357
  • Product dimensions: 7.40 (w) x 9.20 (h) x 1.03 (d)

Meet the Author

Award-winning author and successful computer consultant Clayton Crooks has published more than 10 leading books on a range of game development and computer topics, from using Visual Basic to developing 3D graphics. He has also served as technical editor for five additional titles. In addition to complete books, Mr. Crooks has published hundreds of writings in a variety of publications, including magazines such as Dr. Dobbs Journal. His works have also been published on numerous web sites. In addition to his accomplishments as a writer, Mr. Crooks is a very successful businessman. He is the owner of Creative Technologies of Knoxville, a computer consulting company specializing in small business needs. He is also a partner in the master franchises of Jani-King of Memphis and Jani-King of Little Rock. Mr. Crooks is the President of Creative Development, LLC, a Knoxville, Tennessee-based land development and real-estate investment company.

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Table of Contents

Setting up gmax gmax Texturing Modeling with gmax General Level Design Tips and Tricks Introduction to Flight Simulator Game Pack Modeling an Airplane with gmax Creating Scenery with gmax Trainz Creation of Cars Scenery for Trainz Quake III Arena Models Levels Command and Conquer Renegade Creating Characters Designing Levels Dungeon Siege Character Modeling Creating Worlds

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Customer Reviews

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Sort by: Showing all of 2 Customer Reviews
  • Anonymous

    Posted February 3, 2005

    VERRY DISAPPOINTING

    This book covers spacific games too much and not games i deal with. Like Battlefield for example it does not cover. The instructions are VERRY basic and i feel end before they should. 3DS Max 6 bible is way more in depth and can still use gmax with this book. The interface is a little different and gmax dont have some of the 3ds max features but it can still be done easily.

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  • Anonymous

    Posted May 19, 2003

    A disappointment

    I preordered this book a few months ago when i first started looking for books for gmax and i just recieved it today. My main reason for doing so was because i had just bought a game called dungeon siege and this book is supposed to teach you how to make things for the game ie new characters and items. So when i finally got the book, i opened to the section called 'easy character creation with siege max and paint shop pro'. Much to my dismay, the section (which is all of 10 pages with many pictures) has NOTHING AT ALL about making new characters. It tells how to change the way an existing character looks. Another problem i have with this book is how you have to download certain files from the internet to use this book. Even though this book comes with a cd, you are still forced to download these fairly large files to get any use out of the majority of the text. If you are a dialup internet user like me that can get to be a very time consuming thing. Take my advice and look around for FAQs and tutorials on the internet instead of wasting your money on this book.

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