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- 205 bytes (27 words) - 18:26, 7 January 2024
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- : Minimum force to apply, in XYZ format : Maximum force to apply, in XYZ format1 KB (162 words) - 23:15, 2 September 2024
- ...e of the three points of a {{wiki|polygon}}. It can be represented with an XYZ vector, such as <code>(0 0 0)</code>.703 bytes (108 words) - 17:42, 18 July 2025
- ...м''. '''Не очень-то и подходит''', нужна более тонкая настройка по осям '''XYZ''', а то выглядит так, будто у игрока голов� ...ючения, контроля скорости и силы качки, которая тонко регулируется по осям XYZ.3 KB (188 words) - 06:54, 12 July 2024
- ...e un {{L|w:es:Polígono|polígono}}. Puede ser representado con un vector de XYZ, por ejemplo <code>(0 0 0)</code>676 bytes (114 words) - 03:29, 22 August 2024
- ...each single vertex which includes bone weighting, position (XYZ), normals (XYZ) and texture coordinates (UV). * Position (16-28) [3xfloat] - Floating points numbers for each axis (XYZ) in inches.4 KB (697 words) - 04:02, 4 January 2024
- : XYZ 方向上的最小补偿。 : XYZ 方向上的最大补偿。18 KB (460 words) - 04:19, 22 August 2024
- ...authored by setting the trail length to 1 and placing the XYZ and Previous XYZ of the particle by hand, with no "movement basic" operator. Note that lock3 KB (454 words) - 22:50, 21 January 2024
- local xyz = array(3, 0.0) xyz[i] = NetProps.GetPropFloat(self, format("m_angRotation[%d]", i))7 KB (979 words) - 18:42, 6 May 2025
- ...es) of a 2D pixelmap should be rendered on which polygonal surfaces (using XYZ coordinates) of a particular 3D mesh. A UV map does not contain any pixel d2 KB (335 words) - 09:07, 2 February 2024
- {{Code|style=1|<nowiki>vSomeVector.xyz</nowiki>}} becomes {{Code|style=1|<nowiki>vSomeVector.xyzz</nowiki>}} ...>normalize(v0)</nowiki><code>''' || Returns the normalized 3-vector in the xyz components. w component remains unchanged.9 KB (1,329 words) - 20:04, 30 May 2025
- NOTA: Aunque aun no está comprobado si da error, procurar alinear en el mismo XYZ el SPLINE con el centro del modelo(maya) preferiblemente.2 KB (398 words) - 10:56, 15 January 2025
- {{Code|style=1|<nowiki>vSomeVector.xyz</nowiki>}} становится {{Code|style=1|<nowiki>vSomeVector.xyzz</no ...v0)</nowiki><code>''' || возвращает нормализованный 3-вектор в компонентах xyz. Компонент w остается неизменным12 KB (672 words) - 16:20, 10 July 2024
- ...ocal [[player]]'s position and [[QAngle|view angle]] in the [[console]] in XYZ tuples.4 KB (669 words) - 07:21, 31 May 2024
- {{Code|style=1|vSomeVector.xyz}} becomes {{Code|style=1|vSomeVector.xyzz}} | '''<code>normalize(v0)</code>''' || Returns the normalized 3-vector in the xyz components. w component remains unchanged.9 KB (1,443 words) - 20:09, 30 May 2025
- : XYZ minimum offset. : XYZ maximum offset.23 KB (3,755 words) - 23:12, 2 September 2024
- float textureVecs[2][4]; // [s/t][xyz offset] float lightmapVecs[2][4]; // [s/t][xyz offset] - length is in units of texels/area12 KB (1,746 words) - 03:45, 13 February 2025
- ...an be chosen from the pull-down menu (this has been updated, there are now xyz numbers instead of a pulldown). || Up (-90 0 0)6 KB (1,033 words) - 18:27, 7 January 2024
- ...nd use the console command '''getpos_exact''' which will print your player XYZ position to the console. Then you can copy the coordinates out of the cons8 KB (1,320 words) - 09:50, 12 April 2025
- ...nd use the console command '''getpos_exact''' which will print your player XYZ position to the console. Then you can copy the coordinates out of the cons8 KB (1,325 words) - 10:04, 12 April 2025
- * {{command|le_light_Pos}} - sets light source position in world ([[XYZ]]).9 KB (1,455 words) - 07:22, 20 May 2025