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- 15:27, 26 September 2025 Weapon glock (Cry of Fear) (hist | edit) [504 bytes] Void2000 (talk | contribs) (Created page with "{{this is a|point entity|name=weapon_glock|game=Cry of Fear}} A pistol based off the Glock 17. The weapon's mag holds 15 rounds and up to 10 mags can be carried. A mag can be placed with {{ent|Ammo Glock (GoldSrc)|alt=ammo_glock}}. thumb|right|Viewmodel. ==Key Values== {{Hl1_kv_targetname}} {{Hl1_kv_targetx}} {{KV_Angles}} ==Gallery== <gallery mode=nolines widths=256px heights=256px> File:Worldm.png|Worldmodel. </gallery>")
- 11:20, 22 September 2025 Team Fortress 2 Vintage (hist | edit) [514 bytes] NinjaV (talk | contribs) (page for tf2V)
- 06:35, 20 September 2025 Counter-Strike 2 Workshop Tools/Scripting API (hist | edit) [27,014 bytes] TheCreator (talk | contribs) (Add scripting API from point_script.d.ts)
- 00:51, 19 September 2025 Postprocessing (hist | edit) [814 bytes] THE OWL (talk | contribs) (Created page with "{{disambig}} '''Postprocessing''' may refer to: * VPOST, a file extension used for {{source2|1}} postprocessing. * Postprocessing entities: ** {{ent|post_processing_volume}}, a {{source2|1}} entity for adding postprocessing to the map. ** {{ent|postprocess_controller}}, a {{source|1|nt=0}} entity for adding cinematic postprocessing effects. ** {{ent|color_correction}}, an entity for color correction on the {{source|1|nt=0}} map. ** {{ent|color_c...")
- 00:33, 19 September 2025 VPOST (hist | edit) [261 bytes] THE OWL (talk | contribs) (Created page with "{{source 2 topicon}} {{dota2 topicon}} {{SteamVR topicon}} {{hla topicon}} {{cs2 topicon}} {{LanguageBar}} {{stub}} '''VPOST''' is an extension for {{source2|1}}'s proprietary postprocessing format. == See Also == * Postprocessing * {{PostprocEditor|1}}")
- 00:38, 18 September 2025 Counter-Strike 2 Workshop Tools/System Requirements (hist | edit) [1,606 bytes] THE OWL (talk | contribs) (Created page with "{{cs2 tools topicons}} {{LanguageBar}} Below are the system requirements for comfortable work with {{cs2tools|1}}. == Hammer == {{hammer5|1|nt=0}} now leverages GPU-Accelerated raytracing to both preview and bake lighting for {{cs2|1}} maps, drastically speeding up compile times, even on lower-end hardware. As such, a GPU capable of raytracing is now required for Hammer to be fully functional. {{note|<code>-lightmapcpu</code> was removed with the Armory update; CPU c...")
- 05:03, 17 September 2025 Zh/VMT (hist | edit) [4,233 bytes] 458901357 (talk | contribs) (Created page with "{{subst:#if: Translation of 'VMT' to '中文' via Template:LanguageBar buttons * * * * * * * * * * * * * * * * * * * * * * * * * * * *...")
- 21:50, 16 September 2025 Counter-Strike 2 Workshop Tools/Examples (hist | edit) [2,656 bytes] THE OWL (talk | contribs) (Created page with "{{LanguageBar}} Example maps, prefabs and other content for {{cs2|1}}. == Zoo == {| class="standard-table" style="width:100%" |- ! Map ! Description ! style="width:35%" | Path to file |- | style="text-align:center" | <code>ancient_zoo.vmap</code> | A technical map showing the models, materials, and much more that were used on the Ancient map. | rowspan="3" style="vertical-align:top" | {{path|..\Counter-Strike Global Offensive\content\csgo\maps\editor\zoo}} |- | style="...")
- 01:59, 12 September 2025 Prop retinalscanner (hist | edit) [2,391 bytes] MyGamepedia (talk | contribs) (Created page with "{{CDA|CProp_RetinalScanner|CDynamicProp|CBreakableProp|CBaseProp|CBaseAnimating|CBaseEntity|}} right | 180px {{this is a|model entity|name=prop_retinalscanner|game=Black Mesa}} Represents a retinal scanner, device used in the Black Mesa Research Facility mainly for the purpose of identifying an employee and his access to a certain part of the аacility, by scanning the employee's retina in the eye. {{note|Although the entity is fully...")
- 04:07, 11 September 2025 Es/Team Fortress 2/Mapper's Reference (hist | edit) [17,717 bytes] Ryo (talk | contribs) (Created page with "{{subst:#if: Translation of 'Team Fortress 2/Mapper's Reference' to 'español' via Template:LanguageBar buttons * * * * * * * * * * * * * * * * * * * * * * * * * * * *...")
- 12:50, 10 September 2025 Source 2/Docs/Modeling/Blending materials on a model using Blender (hist | edit) [2,661 bytes] THE OWL (talk | contribs) (Created page with "{{Source 2 topicon}} {{LanguageBar|title = Blending materials on a model using Blender}} {{stub}} {{todo|Write the same article, but about <code>VertexPaintTintColor$</code> (works the same way, but when specified together with <code>VertexPaintBlendParams$</code>, requires specifying a different vertex color slot).}} A quick guide on how to add material blending to your model in {{source 2|1}} using {{MdlDocEdit|1|nt=1}} and {{blender|1}}. {{Note|This article assum...")
- 02:56, 10 September 2025 HLTools CLI (hist | edit) [1,306 bytes] Mycatismycat (talk | contribs) (Created page with "{{DISPLAYTITLE:Half-Life Texture Tools CLI}} {{hlttcli|4}} (aka HLTools CLI) is an fork of {{hltex|4}} that aims to be a lightweight, crossplatform and simpler alternative. == Features == # Unlike Half-Life Texture Tools, the fork has incomplete support for MDL files. # There is some support for Half-Life Alpha 0.52 assets, but it is incomplete. # Quick recursive extraction of a complete game folder. == Drawbacks == # Only the PNG output file form...")
- 05:23, 6 September 2025 Zh/Cl showfps (hist | edit) [465 bytes] Paunjsk (talk | contribs) (Created page with "{{LanguageBar|title = cl_showfps}} {{this is a|console variable|name=cl_showfps}} 这是一个实时显示每秒帧数的 {{L|ConVar|控制台变量}} 。 若将参数设为 "2", 它将同时显示最低、最高fps及帧生成间隔(以毫秒即ms为单位)。 ---- {{Syntax:zh-cn|cl_showfps <整数值>}} == 也可以看看 == * fps_max - 限制最高fps。 * Optimization (level design) - 优化你的地图以改善fps。")
- 02:04, 6 September 2025 SteamVR/Environments/Installing and Launching Tools (hist | edit) [182 bytes] THE OWL (talk | contribs) (Created page with "{{SteamVR topicon}} {{LanguageBar}} {{stub}} == Launching the Tools == To launch SteamVR Workshop Tools, go to the SteamVR Status Menu > Workshop > Create / Modify an Environment.")
- 02:02, 6 September 2025 SteamVR/Environments/Shaders (hist | edit) [754 bytes] THE OWL (talk | contribs) (Created page with "{{SteamVR topicon}} {{LanguageBar}} {{Stub}} The parameters available for a material are determined by its shader. == Avaliable shaders in SteamVR Home == * '''Sky''' - An HDR panorama used for 2D skyboxes. * '''VR Simple''' - A simple diffuse-only shader with no normal maps or specular lighting. * '''VR Standard''' - The main shader used by most materials. A PBR shader with m...")
- 10:34, 5 September 2025 Ru/Counter-Strike 2 Workshop Tools/Official Tools (hist | edit) [827 bytes] THE OWL (talk | contribs) (Created page with "{{subst:#if: Translation of 'Counter-Strike 2 Workshop Tools/Official Tools' to 'русский' via Template:LanguageBar buttons * * * * * * * * * * * * * * * * * * * * * * * * * * * *...")
- 10:30, 5 September 2025 Counter-Strike 2 Workshop Tools/Official Tools (hist | edit) [596 bytes] THE OWL (talk | contribs) (Created page with "{{cs2 tools topicons}} {{LanguageBar}} Tools made by {{Valve|1}} and available in {{cs2|1}}. == GUI tools == * {{vconsole|2}} * {{assetbrowser|2}} * {{MdlDocEdit|2}} * {{met|2}} * {{ImgSubrect|2}} * {{pet|2}} (disabled by default, but can be enabled) * {{hammer|2}} * {{PostprocEditor|2}} * {{s2fm|2}} * {{WorkshopManager|2}} * {{CS2ItemEditor|2}} == Compilers == * resourcecompiler * VRAD3")
- 06:48, 31 August 2025 Manipulating the Goldsrc game menu items (hist | edit) [1,312 bytes] XBLAH (talk | contribs) (Created page with "=Constructing the menu items= The sizing and position of the menu items are directly influenced by the {{code|ProportionalBaseWidthHD}} or {{code|ProportionalBaseHeightHD}} parameters from {{path|resource/trackerscheme.res}}.")
- 22:25, 30 August 2025 Es/How to create new subtitles for l4d2 (hist | edit) [4,109 bytes] Lt.Mori (talk | contribs) (Created page with "= Cómo crear subtítulos personalizados en Left 4 Dead 2 = Hola a todos, esta será una guía que se va a dividir por secciones de cómo añadir nuevos subtítulos. {{note|Se supone que estás familiarizado con en usar Hammer, manejar archivos como '''.lmp''' y '''level_sounds.txt''', ya que esto implica modificar mapas.}} == Secciones == * Agregar subtítulos nuevos para campañas oficiales * Agregar subtítulos nuevos para campañas custom * Agregar subtítulos a...")
- 22:15, 30 August 2025 How to create new subtitles for l4d2 (hist | edit) [3,909 bytes] Lt.Mori (talk | contribs) (Created page with "= How to Create Custom Subtitles in Left 4 Dead 2 = Hello everyone, this will be a guide divided into sections on how to add new subtitles. {{note|It is assumed that you are familiar with using Hammer, and handling files such as '''.lmp''' and '''level_sounds.txt''', since this involves modifying maps.}} == Sections == * Adding new subtitles to official campaigns * Adding new subtitles to custom campaigns * Adding subtitles to your own custom campaign == Adding new...")
- 16:24, 30 August 2025 How to add new subtitles for L4D2 (hist | edit) [3,887 bytes] Lt.Mori (talk | contribs) (Created page with "'''Creating Custom Subtitles in Left 4 Dead 2''' Esta guía explica cómo crear subtítulos personalizados para Left 4 Dead 2") originally created as "Closed Captions l4d2"
- 05:09, 29 August 2025 Ru/$skinnedlods (hist | edit) [352 bytes] Goldermor (talk | contribs) (Created page with "{{subst:#if: Translation of '$skinnedlods' to 'русский' via Template:LanguageBar buttons * * * * * * * * * * * * * * * * * * * * * * * * * * * *...")
- 20:35, 26 August 2025 $skinnedlods (hist | edit) [229 bytes] Goldermor (talk | contribs) (Created page with "{{LanguageBar}} {{this is a|QC command|name=$skinnedlods|since=as}} It tells the model compiler to not generate new bone weights for $lod models and use their own instead. {{todo|Test presence of it in {{l4d}} and {{l4d2}}.}}")
- 01:43, 26 August 2025 Pirates Vikings & Knights II engine branch (hist | edit) [1,627 bytes] Grande1900 (talk | contribs) (Temporary redirect) Tag: New redirect
- 07:50, 23 August 2025 Material Browser (hist | edit) [250 bytes] THE OWL (talk | contribs) (Created page with "{{disambig}} '''Material Browser''' may refer to: * {{assetbrowser|2.bold}} — {{Source 2|1}} asset browser (materials, models, and more); * '''Hammer Texture Browser''' — {{Source|1|nt=3}} material browser, and {{GoldSrc|1}} texture browser.")
- 07:01, 21 August 2025 File Management (hist | edit) [1,705 bytes] SomeoneTookSeven (talk | contribs) (first draft of information)
- 11:09, 19 August 2025 Path vphysics (hist | edit) [946 bytes] Portal2Pal (talk | contribs) (Created page with "{{stub}} {{ent|path_vphysics}} Is a point entity in {{portalrev}}. It pushes objects in it's radius, at the speed defined. {{clarify|What does the keyvalue <code>dampening</code> do?}} {{tip|<code>path_vphysics</code> is very simular to {{ent|path_track}}, meaning that you can shift-drag the paths to create a track.}} == Keyvalues == {{KV|Next Target|intn=target|target_destination|The next path_vphysics in the path.}} {{KV|Speed|intn=speed|float|The speed at which to...")
- 13:40, 16 August 2025 Ent debugkeys (hist | edit) [302 bytes] Electrocutedman (talk | contribs) (Created ent_debugkeys)
- 01:46, 14 August 2025 Zh/Shader Authoring (hist | edit) [7,140 bytes] BlueMicro (talk | contribs) (Created page with "{{subst:#if: Translation of 'Shader Authoring' to '中文' via Template:LanguageBar buttons * * * * * * * * * * * * * * * * * * * * * * * * * * * *...")
- 11:34, 12 August 2025 Prop surgerybot (hist | edit) [1,547 bytes] MyGamepedia (talk | contribs) (Created page with "{{CDA|CProp_Qe_SurgeryBot|CBaseAnimating|CBaseEntity|}} 500px||thumb|right|The surgery robot in '''Questionable Ethics''' chapter. {{this is a|model entity|name=prop_surgerybot|game=Black Mesa}} Represents malfunctioning surgery robot from '''Questionable Ethics''' chapter. If this entity is turned on, it deals damage and pushes away something when it touches the model (no matter what part of the model is touched) and play '''active'''...")
- 08:08, 12 August 2025 Prop soda (hist | edit) [2,813 bytes] MyGamepedia (talk | contribs) (Created page with "{{ent not in fgd}} {{CDA|CProp_Soda|CBasePickup|CBaseAnimating|CBaseEntity|}} thumb|The three flavors of soft drinks in {{bms|2}}. {{this is a|model entity|name=prop_soda|game=Black Mesa}} It's a soda can from a vending machine that adds 1 point of health when picked up. Replaces deprecated {{ent|item_sodacan}} entity. Used CBasePickup class in Steam versions of the game as a base class, the mod version uses ...")
- 09:49, 8 August 2025 1187 (hist | edit) [420 bytes] NinjaV (talk | contribs) (added small page about 1187 (stub))
- 09:12, 8 August 2025 Lights.rad/Portal 2 (hist | edit) [2,697 bytes] NinjaV (talk | contribs) (portal 2 lights.rad)
- 09:05, 8 August 2025 Lights.rad/Team Fortress 2 (hist | edit) [6,490 bytes] NinjaV (talk | contribs) (tf2 lights.rad)
- 08:57, 8 August 2025 Lights.rad/Portal (hist | edit) [2,434 bytes] NinjaV (talk | contribs) (portal lights.rad)
- 20:50, 7 August 2025 Zh/$envmapmask (hist | edit) [7,303 bytes] MoRanYue (talk | contribs) (Created page with "{{subst:#if: Translation of '$envmapmask' to '中文' via Template:LanguageBar buttons * * * * * * * * * * * * * * * * * * * * * * * * * * * *...")
- 10:09, 7 August 2025 Revelations 2012/Scripting/Script Functions (hist | edit) [9,167 bytes] Mv (talk | contribs) (Create list of Revelations 2012 script functions)
- 10:03, 7 August 2025 Dino D-Day/Scripting/Script Functions (hist | edit) [18,280 bytes] Mv (talk | contribs) (Create list of Dino D-Day VScript functions)
- 08:21, 6 August 2025 $defaultfadeout (hist | edit) [203 bytes] Robotboy655 (talk | contribs) (stub)
- 08:20, 6 August 2025 $defaultfadein (hist | edit) [201 bytes] Robotboy655 (talk | contribs) (stub)
- 08:19, 6 August 2025 $lcaseallsequences (hist | edit) [163 bytes] Robotboy655 (talk | contribs) (stub)
- 08:17, 6 August 2025 $internalname (hist | edit) [306 bytes] Robotboy655 (talk | contribs) (create stub for this command.)
- 08:13, 6 August 2025 $phyname (hist | edit) [161 bytes] Robotboy655 (talk | contribs) (add stub page for this command.)
- 19:55, 5 August 2025 Lights.rad/Half-Life: Source (hist | edit) [4,494 bytes] Grande1900 (talk | contribs) (Created page with "This is a RAD file from {{hls|2}}. == lights.rad == {{textfile|rad}} {{codeblock|lang=rad|src=hl1/hl1_pak.vpk/lights.rad|<!-- --><nowiki>lights/fluorescentcool001a 189 231 232 350 lights/fluorescentcool001b 236 255 182 350 lights/fluorescentcool002a 189 231 232 400 lights/fluorescentcool002b 236 255 182 400 lights/fluorescentcool003a 189 231 232 300 lights/fluorescentwarm001a 239 216 193 350 lights/fluorescentwarm002a 239 216 193 400 lights/fluorescentwhite001a 245 2...")
- 10:55, 4 August 2025 Prop flare (hist | edit) [2,093 bytes] MyGamepedia (talk | contribs) (Created page with "{{CDA|CProp_Flare|CPhysicsProp|CBreakableProp|CBaseProp|CBaseAnimating|CBaseEntity|}} 70px||thumb|right|Default model skin. 70px||thumb|right|Burnt skin. {{this is a|model entity|name=prop_flare|game=Black Mesa}} A physics prop that represents emergency flare. Can be used by a {{ent|player}} to light way and protect self by using it to ignite zombies and Npc hea...")
- 11:07, 3 August 2025 RAD file (GoldSrc) (hist | edit) [1,956 bytes] NinjaV (talk | contribs) (Split page, added this off main page (scr1) for gldsrc using tabs. did cut and paste og gldsrc info from old single page)
- 21:23, 1 August 2025 Console command flags (hist | edit) [16,721 bytes] Luke18033 (talk | contribs) (Added a dedicated page for console command flags since there is a lot of information on them which was previously being crammed into the bottom of a tutorial page)
- 14:57, 1 August 2025 Hotspot texturing (hist | edit) [4,298 bytes] Ficool2 (talk | contribs) (Created page with "'''Hotspot texturing''' is a method to quickly apply textures to geometry by matching faces to predefined rectangles. This method is especially useful with texture maps consisting of trims and panels, and will allow you to automate a lot of the texture aligning process. thumb|Example of a structure made with a hotspot texture Valve used hotspot texturing extensively in the creation of Half: Life Alyx to create modular geometry with bevelled...") originally created as "Hotspot Texturing"
- 04:26, 31 July 2025 Upload mods to Steam Workshop (Half-Life 2) (hist | edit) [1,217 bytes] Kr0tchet (talk | contribs) (had to create this page so people don't have to look for Steam Guides and find out how to upload addons to HL2.)
- 14:23, 29 July 2025 Ru/Half-Life 2: Episode Three (hist | edit) [9,257 bytes] PavelCheloveckov (talk | contribs) (Created page with "{{subst:#if: Translation of 'Half-Life 2: Episode Three' to 'русский' via Template:LanguageBar buttons * * * * * * * * * * * * * * * * * * * * * * * * * * * *...")