List of redirects
Jump to navigation
Jump to search
Showing below up to 50 results in range #101 to #150.
- $keepbone (GoldSrc) → $keepbone and $protected (GoldSrc)
- $keepbone and $protected → $keepbone and $protected (GoldSrc)
- $lightmapwaterfog → Water (shader)#Fog
- $lumblendfactor2 → Lightmapped 4WayBlend
- $lumblendfactor3 → Lightmapped 4WayBlend
- $lumblendfactor4 → Lightmapped 4WayBlend
- $maskstexture → Character (shader)
- $mass → $collisionmodel#$mass
- $masscenter → $collisionmodel
- $maxconvexpieces → $collisionmodel
- $mirrorbone → $mirrorbone (GoldSrc)
- $mod2x → Modulate
- $model (materials) → $model (VMT)
- $moss angle falloff → $moss enable
- $moss angle phi → $moss enable
- $moss angle theta → $moss enable
- $moss blend factor → $moss enable
- $moss ref direction → $moss enable
- $moss scale → $moss enable
- $moss scale turn on absolute → $moss enable
- $moss texture → $moss enable
- $mraoframe → $mraotexture#Additional Parameters
- $mraoframe2 → $mraotexture#Additional Parameters
- $mraoscale → $mraotexture#Additional Parameters
- $mraoscale2 → $mraotexture#Additional Parameters
- $mraotexture2 → $mraotexture
- $nodiffusebumplighting → $bumpmap
- $noenvmapmip → $envmap#$noenvmapmip
- $normalmap → $bumpmap
- $normalmapalphaenvmapmask → $envmapmask
- $outline → $distancealpha
- $parallaxcenter → $parallax#parallaxcenter
- $parallaxdepth → $parallax#parallaxdepth
- $parallaxmapscale → $parallaxmap
- $phongdisablehalflambert → $phong#$phongdisablehalflambert
- $phongwarptexture → $phong
- $pivot → $pivot (GoldSrc)
- $pommaxsamples → Parallax mapping#Parallax occlusion mapping in Black Mesa
- $pomminsamples → Parallax mapping#Parallax occlusion mapping in Black Mesa
- $pomscale → Parallax mapping#Parallax occlusion mapping in Black Mesa
- $popd → $pushd and $popd
- $protected → $keepbone and $protected (GoldSrc)
- $protected (GoldSrc) → $keepbone and $protected (GoldSrc)
- $pushd → $pushd and $popd
- $reflect2dskybox → Water (shader)#Reflection/Refraction
- $reflectamount → Water (shader)#Reflection/Refraction
- $reflectentities → Water (shader)#Reflection/Refraction
- $reflectonlymarkedentities → Water (shader)#Reflection/Refraction
- $reflectskyboxonly → Water (shader)#Reflection/Refraction
- $reflecttexture → Water (shader)#$reflecttexture