Search results

Jump to navigation Jump to search
  • ...in blends. It replaces the smooth gradient blend between the textures with complex patterns. All of the following examples use the material '''"dod/materials/ground/blendcobblesnow01.vmt"'''.
    5 KB (758 words) - 13:26, 18 June 2024
  • ...er|Progression of a tile with ground, then ground plus a path, and finally ground with a path and water added.]] ...listed and within each of these contain multiple "tiles." Expanding the "Ground - Tileset" for example will reveal the individual tiles.
    15 KB (2,381 words) - 10:54, 13 February 2023
  • {{DISPLAYTITLE:WiseTrains4: HL2 Trains and Complex paths}} #Lowers again but this time down, sub-ground level.
    5 KB (898 words) - 06:30, 15 April 2024
  • [[File:Hammer terrain blend example.png|450px|thumb|center|An example of complex terrain blending to create paths and visual depth.]] ...of the selected multiblend material, usually reserved for the most common ground material (when used within a tileset).
    4 KB (429 words) - 15:20, 10 July 2024
  • [[File:Hammer terrain blend example.png|450px|thumb|center|An example of complex terrain blending to create paths and visual depth.]] ...of the selected multiblend material, usually reserved for the most common ground material (when used within a tileset).
    3 KB (528 words) - 01:31, 8 May 2022
  • The offices (or sector D administration) are seen in the chapter [[Office Complex]]. ...ets (displacements with the texture bms/army_net) and wooden boards on the ground. Some camps also have been used for medical outposts, having cotts and iv s
    3 KB (530 words) - 05:35, 22 February 2024
  • ...e English Church. Many photos from many angles were required to build this complex scene.]] ...imple example we are showing here 200 photos were used. For something more complex like the English Church, around 450 photos were used.
    19 KB (3,186 words) - 22:02, 8 February 2025
  • ...Blendmoc.png|thumb|250px|The green channel of {{dods|2|addtext='s}} {{file|ground/snowblendtexture|vtf}}.<br>Several (non-snowy) {{l4dseries|2}} materials al ...g different values in different places has the potential to produce a more complex effect.
    4 KB (617 words) - 10:41, 23 August 2025
  • ...it worked properly, it would theoretically be useful for cheap, imprecise ground collisions.}} : The 2nd Point to use to define a more complex plane, based on its coordinates.
    5 KB (775 words) - 10:24, 24 October 2025
  • ...pended at the location they are placed, but '''Ground nodes''' drop to the ground automatically during compile unless specifically told not to through the <c ;Ground Nodes
    12 KB (1,887 words) - 02:53, 22 August 2024
  • ...ghtly above the ground then falls to the ground instead of spawning on the ground. ...1a1}}, about where the {{cow|headcrab|icon=hide}} spawns, the water on the ground that decreases the friction of the {{code|player}} is hardly visible.
    20 KB (3,399 words) - 02:31, 29 July 2025
  • * '''Complex''' ''Industrial complex "Udarnik", Russia, Siberia.’’ <br /> Battles with groups of militants f
    13 KB (2,038 words) - 04:14, 15 January 2025
  • ...wered. There are a few modifiers that change exactly how the brush affects ground height, these are described below. * Left click and drag {{key|LMB}} : Raise the height of the ground within the brush.
    35 KB (6,029 words) - 04:47, 9 February 2025
  • ...pertureinnovations.com/mal/maps/RigorMortis/S37_01.zip Aftermath: Training Ground], formerly hosted by myAPERTURElabs.com - This is the first map to be relea ...fficult for players to figure out on its own, so we had to create Training Ground and package them together to teach people how we think. We will package al
    17 KB (3,030 words) - 00:02, 7 October 2024
  • ::*Position Within Sphere Random->distance max (hint: the ground grid is 128x128 units) ...want to change some of those defaults. You might even want to specify more complex behavior for some of them.
    6 KB (951 words) - 08:10, 25 November 2022
  • : For defining complex audio behaviour. ...- restrict the camera to be in the DotA orientation and distance from the ground. Likely included because Valve likely used Portal 2 Hammer to create {{dota
    5 KB (738 words) - 20:40, 22 October 2025
  • ...fway through the fling before crashing into some rubble and falling to the ground, even though you had the correct solution. *Can activate laser relays, some of which are in the ground and some of which are in the wall.
    10 KB (1,777 words) - 09:19, 21 January 2024
  • * Drag the vertical arrow down until the ground is flush with the origin. * Once this is built you should be able to see a ground and a pool of light in VR. Not much to see or do, but we’ll fix that in t
    13 KB (2,170 words) - 22:02, 8 February 2025
  • ...vigate to the location you captured. When you get there, click once on the ground to get an information popup at the bottom of the window, then click once on ..., 162 and 255. Many models can be tinted in this way - often in splendidly complex ways thanks to the Tint Mask feature in the Standard shader.}}
    12 KB (2,004 words) - 11:28, 5 September 2019
  • ...exture Projection Tool'' is used to do basic UV mapping. Can be useful for complex geometry that needs fine tuning. There are more automated methods for UV ma ...on displacement geometry (often referred to as terrain but not limited to ground type materials).
    18 KB (2,902 words) - 07:20, 8 May 2025
View (previous 20 | ) (20 | 50 | 100 | 250 | 500)