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  • {{Subpage|[[Entities]]}} '''Path entities''' are a type of entity recently added to the tools. They can be created wi
    323 bytes (47 words) - 07:09, 16 February 2025
  • ...e都将运行。 但是,这将是一种特殊的,简化的“游戏”模式-所有与开发相关的部分都是“工具”模式的一部分。 为此,请单击小SteamVR状态窗口左上方的SteamVR菜单,然后单击创意工坊:创建/修改环境。 ...件的意思,插件在中文里指的是代码编译成的文件之类,而这里的Addon更像是Unreal 4里的“工程”)选择窗口。 如果您想直接创建一些东西,{{L|SteamVR/Environments/Environment_Tutorial:_Hammer_and_Basic_Lighting|环境教程�
    18 KB (351 words) - 08:04, 11 July 2024
  • The SteamVR Workshop Tools include the [[VScript]] scripting system with an extensive A ...Tools. Some of the links below may have inconsistencies when scripting for SteamVR instead of Dota 2.
    2 KB (345 words) - 02:19, 6 January 2024
  • = Bringing your Destination into SteamVR Home = [[File:Steamvr workshop banner.png|SteamVR Workshop Tools]]
    4 KB (663 words) - 10:13, 21 January 2024
  • ...e map lighting. These samples are used for diffuse ambient lighting on any entities that don't or can't have lighting baked on them. * [[SteamVR/Environments/Environment_Tutorial:_Hammer_and_Basic_Lighting#Basic_Lighting
    1 KB (152 words) - 10:52, 21 April 2025
  • local player = Entities:FindByClassname(nil, "player") [[Category:SteamVR]]
    1 KB (168 words) - 10:14, 21 January 2024
  • {{SteamVR topicon}}__NOTOC__ {{VRHome}} SteamVR Workshop Tools 可以让你利用起源2创建自己的 {{svrh|4}} 房间�
    10 KB (1,110 words) - 06:45, 22 August 2024
  • ...n introduction to creating your own addon and using Hammer, refer to the [[SteamVR/Environments/Getting_Started| Getting Started Tutorial]]. ...n to creating brush and point entities in Hammer, you can start with the [[SteamVR/Environments/Turret_Tutorial| Turret Tutorial]].
    4 KB (667 words) - 08:25, 23 June 2019
  • * [[Source_2/Docs/Level_Design/Mesh Entities|Mesh Entities]] * [[List of entities (Source 2)| Entity List]]
    2 KB (234 words) - 12:46, 17 September 2025
  • * {{L|Source_2/Docs/Level_Design/Mesh Entities|网格实体}} * {{L|List of entities (Source 2)|实体列表}}
    2 KB (206 words) - 02:41, 9 October 2025
  • ...f the articles this this wiki document the original Source versions of the entities. ...nt entities]]''' work the same way as in Source but with new features. The entities now contain full transforms and can be moved, rotated and scaled both with
    11 KB (1,677 words) - 14:45, 31 May 2025
  • {{this is a|point entity|name=visibility_hint|game=SteamVR Home|game1=Half-Life: Alyx|game2=Counter-Strike 2|engine=Source 2}} [[SteamVR/Environments/Precomputed_Visibility | SteamVR Home - Precomputed Visibility Tutorial]]
    3 KB (389 words) - 12:21, 12 July 2024
  • ...gwePt7qiUJL8cQImR1SrsWMvjyBy1&index=3&t=0s| Video Tutorial for Teleporting Entities using Lua Scripts in Half-Life: Alyx]]. ...ri5gwePt7qiUJL8cQImR1SrsWMvjyBy1&index=5&t=0s| Video Tutorial for Spawning Entities using Lua Scripts in Half-Life: Alyx]].
    2 KB (357 words) - 14:50, 12 May 2025
  • {{SteamVR topicon}} {{LanguageBar|title = SteamVR Environments}}
    16 KB (1,991 words) - 11:42, 6 September 2025
  • {{SteamVR topicon}} {{LanguageBar|title = SteamVR Environments}}
    16 KB (1,769 words) - 12:07, 6 September 2025
  • SteamVR Home handles overlays somewhat differently to Source 1's implementation. If you' ...code>vr_standard</code> shading model that’s used by most other renderable entities - this means that specular, normal mapping, texture animation, self-illumin
    10 KB (1,688 words) - 20:35, 10 June 2025
  • {{lang|title=Fog Tutorial|SteamVR/Environments/Fog Tutorial}} SteamVR Home introduces a new fog entity called <code>env_gradient_fog</code>, this enti
    11 KB (1,799 words) - 07:17, 20 May 2025
  • ...just a little esoteric in places. I'll be using the scene created in the [[SteamVR/Environments/Advanced Outdoors Photogrammetry|Advanced Outdoors Photogramme ...hts present in the scanned mesh. (Make sure shadows for any ''light_spot'' entities you placed are switched off!) Again, be aware that you are setting up direc
    7 KB (1,172 words) - 13:35, 8 January 2024
  • ...pawn other items, weaponry and even for new types of locomotion. See the [[SteamVR/Environments/Scripting/Flashlight Tool Tutorial|Flashlight Tool Tutorial]] ...odel can be imported to the modeling software from <code>\SteamApps\common\SteamVR\resources\rendermodels\vr_controller_vive_1_5\vr_controller_vive_1_5.obj</c
    11 KB (1,596 words) - 02:19, 6 January 2024
  • == Scripts Called by Map Entities == If you would like entities in your map to call script functions (such as triggers), you’ll need to c
    11 KB (1,687 words) - 08:48, 8 January 2024
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