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- === Colors ===2 KB (285 words) - 23:21, 6 June 2025
- ...layers. Players select one of four action figures, each available in four colors, and duke it out in a variety of household environments. Weapons range fro * Four unique action figures, each available in four colors!!1 KB (185 words) - 07:51, 5 January 2024
- '''VHV''' files (Valve Hardware Verts) stores pre-baked vertex colors used for "per-vertex" static prop lighting, in a format designed to be very ...VRAD compilers{{clarify}} should be used if desiring to use custom vertex colors in a way that wouldn't normally be generated by VRAD's static prop lighting1 KB (169 words) - 07:06, 9 April 2025
- [[Category:Colors]]312 bytes (47 words) - 15:06, 7 January 2024
- ...are in between the primary and secondary colors and provide the shades of colors. This is important because of how people perceive color combinations. ...y around (triadic) help accent. This means if yellow were chosen, then the colors yellowy-green, pale orange, blue, red, and purple can all work with it if u8 KB (1,331 words) - 05:28, 12 July 2024
- ; mat_showmiplevels 1 : Enables the display of [[mipmapping]] levels as colors.469 bytes (57 words) - 08:58, 2 November 2024
- ...|right|Three light_directional entities in one map.<br>Note how the shadow colors are being changed by the additive behavior of the two other light entities. ...e setting of the <code>light_directional</code>. It appears to boost these colors tremendously now.}}3 KB (415 words) - 08:13, 5 August 2025
- ...d the desired colors to the desired parts of the model. Below is a list of colors used in {{source 2|1}} for blending materials. File:Example of a blend material.jpg | Example of a blend material (section colors have no meaning)3 KB (379 words) - 22:25, 14 September 2025
- * [https://www.w3schools.com/colors/colors_rgb.asp W3 Schoools Colors RGB and RGBA]622 bytes (81 words) - 06:07, 13 July 2024
- This UI supports team logos and colors as described in [[#Shared Parameters]] This UI supports team logos and colors as described in [[#Shared Parameters]]6 KB (820 words) - 17:55, 15 May 2020
- ...t for the scene. Different layer types perform different operations on the colors in the scene, and each layer applies color correction to the result from th This layer adjusts the intensity of all colors in the scene.6 KB (898 words) - 10:54, 5 September 2025
- ...other maps, such as <code>cp_powerhouse</code>, the two bases feature team colors. These textures are still the familiar bright white, with a team-colored st2 KB (343 words) - 06:47, 14 July 2024
- ...to classic arcade games like Contra and Smash TV, but with a hook: switch colors to go on the offensive or defensive! Blue hurts (and is hurt by) blue, whil986 bytes (144 words) - 14:33, 18 July 2009
- .../Docs/Modeling/Adding vertex colors to a model using Blender|Adding vertex colors to a model using Blender]]3 KB (331 words) - 04:50, 18 September 2025
- Panel position, layout, colors and fonts should all be data driven. Do not hard code these values directly ...t.res, for others use <code>LoadControlSettings()</code> to load a layout. Colors and fonts should be applied from the scheme by overriding the <code>ApplySc4 KB (660 words) - 13:18, 2 May 2006
- * 32-Bit or 24-Bit colors734 bytes (126 words) - 22:45, 21 January 2024
- ...e Decal tool is used. It places a texture on any brush, with the first 255 colors in the [[palette]] being used to determine alpha, and the last color being774 bytes (122 words) - 10:04, 9 September 2024
- To customize the colors emitted by the '''white0##''' materials, you can locate them in the light.r1 KB (131 words) - 12:31, 12 July 2024
- ...or|color255|Icon background color. Different characters can have different colors.}}869 bytes (149 words) - 20:28, 17 May 2024
- ...个目标包含了例如[[Glowing_Textures#.24selfillum|$selfillumtexture]]的旧功能和例如[[$phong#Colors|$phongalbedoboost]]{{only|csgo}}的新功能}} {{Important|{{LUX|2}}'''不使用'''''任何''的泄露代码。像[[$phong#Colors|$phongalbedoboost]]{{only|csgo}}这样的功能不是什么难以实现的�17 KB (1,705 words) - 07:49, 12 July 2024