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  • === FGDs === === FGDs ===
    3 KB (224 words) - 20:45, 7 September 2024
  • === FGDs === === FGDs ===
    2 KB (307 words) - 20:41, 7 September 2024
  • [[Category:GoldSrc FGDs]]
    964 bytes (100 words) - 11:10, 27 June 2024
  • 有关其他支持的游戏,请参阅{{LCategory|GoldSrc FGDs}}和{{LCategory|Non-Valve engine FGDs}}。 {{ACategory|Third Party GoldSrc Tools}}
    5 KB (248 words) - 02:28, 22 January 2025
  • [[Category:GoldSrc FGDs]]
    1 KB (141 words) - 01:28, 11 September 2024
  • {{CD|CClientFog|goldsrc=1|base=CBaseEntity|nolink=1|file1=[https://github.com/ValveSoftware/halflif ...Classic}} This entity is used to cover the map in fog. Most Counter-Strike FGDs do not come with this entity listed, it has to be manually added in the FGD
    1 KB (232 words) - 07:05, 19 May 2025
  • {{goldsrc topicon}}{{quake topicon}} ...eger available to be used, most flags go unused. Vanilla Quake engines and GoldSrc only use TEX_SPECIAL.
    5 KB (773 words) - 07:22, 20 May 2025
  • See [[:Category:GoldSrc FGDs]] and [[:Category:Non-Valve engine FGDs]] for additional supported games. [[Category:Third Party GoldSrc Tools]]
    5 KB (722 words) - 01:04, 12 February 2025
  • {{tabs|Ambient generic|goldsrc = 1|source = 1|main = source}} {{CD|CAmbientGeneric|goldsrc=1}}
    4 KB (645 words) - 04:38, 21 August 2025
  • ...instead. This is equivalent to {{goldsrc}} {{ent|info_player_observer|eng=goldsrc}}.}} :{{note|Not present in {{as}}'s FGD, but present in all FGDs onward.}}|since={{as}}|also={{GMOD}}|nofgd=1}}
    8 KB (1,213 words) - 17:46, 8 May 2025
  • * {{goldsrc}} {{ent|trigger_auto|engine=goldsrc}}
    4 KB (593 words) - 04:06, 20 May 2025
  • ...cy. In {{gldsrc|4.1}}, these textures were indicated by being in [[Decals (GoldSrc)|decals.wad]], while in {{src|4.1}}, they are indicated by the {{ent|$decal :{{note|Mainly present in {{l4ds}} FGDs, but is still implemented in future branches.}}|since={{l4d}}}}
    3 KB (538 words) - 05:35, 21 September 2025
  • ...rther evolution of [[Valve Hammer Editor_(GoldSrc)|Hammer 3.x]] from the [[GoldSrc]] engine. Many of its core concepts, features, and UI elements still match == {{src}} FGDs ==
    10 KB (1,446 words) - 06:16, 25 June 2025
  • [[Category:GoldSrc FGDs]]
    4 KB (636 words) - 01:53, 11 September 2024
  • * [[BSP30]] ({{goldsrc}} / {{hlbs}})
    4 KB (521 words) - 14:29, 10 September 2024
  • ...adicional de {{L|Valve Hammer Editor_(GoldSrc)|Hammer 3.x}} del motor {{L|GoldSrc}}. Muchos de sus conceptos fundamentales, características y elementos de l == FGDs de {{src}} ==
    11 KB (1,807 words) - 11:07, 28 May 2025
  • ...re designed using Hammer Editors 3.3 through 3.5, and are powered by the [[GoldSrc|GoldSource Engine]], the predecessor to the current Hammer 4.X series, AKA ...tion on [[Deathmatch Classic.fgd|this page]]. You can select and use extra FGDs, but anything in them not coded to work in the Half-Life engine will not wo
    8 KB (1,289 words) - 07:20, 20 May 2025
  • ...re designed using Hammer Editors 3.3 through 3.5, and are powered by the {{goldsrc|4}}, the predecessor to the current {{hammer4|4}} series, AKA the [[Source ...e information on [[Half-Life.fgd|this page]]. You can select and use extra FGDs, but anything in them not coded to work in the Half-Life engine will not wo
    8 KB (1,397 words) - 11:38, 15 November 2024
  • {{LanguageBar}}{{Goldsrc topicon}} ...Life SDK]], and version '''3.5''' is the last version to be designed for [[GoldSrc]].
    45 KB (7,297 words) - 08:01, 8 May 2025
  • ...re designed using Hammer Editors 3.3 through 3.5, and are powered by the [[GoldSrc|GoldSource Engine]], the predecessor to the current Hammer 4.X series, AKA ...formation on [[Day of Defeat.fgd|this page]]. You can select and use extra FGDs, but anything in them not coded to work in the Half-Life engine will not wo
    8 KB (1,368 words) - 07:20, 20 May 2025
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