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- ...ck to only a handful of categories: the most common by far are "logical", "model" and "brush". ...eries of articles will guide you through the process of creating three new entities. Start with a logical entity, as it is assumed knowledge for the others.2 KB (269 words) - 12:38, 12 July 2024
- {{this is a|model entity|game=Counter-Strike: Global Offensive|name=chicken}} * It is one of the [[preserved entities]], so if this entity is map placed and killed, it will ''not'' respawn, eve1 KB (222 words) - 04:30, 19 May 2025
- ...add a <code>math_counter</code> to the project. (Don’t be afraid of these entities. They have the word "Math" in their name but they are really simple to use. *'''World Model''': models/props_wasteland/prison_padlock001a.mdl3 KB (521 words) - 07:23, 15 April 2024
- | website = https://counter-strike.net/cs2/ | title = Counter-Strike 220 KB (2,723 words) - 20:30, 23 October 2025
- | file = Counter-Strike Global Offensive - Background.jpg |title = Counter-Strike: Global Offensive19 KB (2,819 words) - 02:20, 25 October 2025
- * A {{ent|prop_static}} entity with a ladder model (like <tt>models/props_c17/metalladder001.mdl</tt>) The <tt>func_useableladder</tt> entity can be divided into two sub-entities: a starting point and an ending point (''see Fig. 1a''). Their positions ca15 KB (2,485 words) - 17:43, 18 July 2025
- ...rly if ladder entities are colliding with solid world geometry or the prop model of the ladder itself (''see Fig. 3b''). ...have a climbable face in front of the object/brush. While on a ladder in ''Counter-Strike: Source'', your shooting accuracy will be significantly reduced.14 KB (1,907 words) - 04:15, 19 September 2025
- ...se" on it. You can make it invisible and stick it in front of your chosen model, OR you can apply a texture to it and use it as the visual AND functional b ...ective of your map to be: enter the code into the keypad. You've chosen a model (prop_dynamic) to be your button. Give it a name, like "keypad." Create t14 KB (2,487 words) - 10:25, 5 January 2024
- |<code>Entities</code> |Provides access to spawned entities in the server.49 KB (6,625 words) - 08:30, 27 February 2025
- ...www.youtube.com/watch?v=2nthy9U0HFI Left 4 Dead Mapping Tutorial 24 - Glow Entities] : '''V2 Tutorial Series'''42 KB (5,509 words) - 05:53, 9 October 2025
- |series = ...as switched to {{w|Software_as_a_service|software-as-a-service|icon=hide}} model, receiving updates more frequently than previous Garry's Mod versions. The14 KB (2,058 words) - 21:04, 20 October 2025
- Levels are not self contained entities. The common misconception of those beginning to learn level design is that ...| Saving in Hammer || The source file for any map; it contains all brushes entities and properties22 KB (3,794 words) - 00:15, 7 January 2024
- ...ments/Environment Tutorial: Hammer and Basic Lighting|Environment tutorial series]] just for you. ...t up in the imaginatively titled [[SteamVR/Environments/Importing Tutorial|Model Editor]].20 KB (3,293 words) - 02:19, 6 January 2024
- {{Todo|Some versions of [[BSPZIP]] {{In|{{tf2}} {{Counter-Strike: Source}} {{Day of Defeat: Source}} {{hl2dm}} {{hldms}} {{strata}} {{jbep3} ...operties of all brush-based, model (prop) based, and non-visible (logical) entities in the map; and the BSP tree and visibility table used to locate the player85 KB (12,862 words) - 03:41, 13 October 2025
- ; [[$color#Additional Model Parameters|Per-texel color tint masking for models]] : Patching levels using lump files (to change the map [[entities]] without recompiling the map) is no longer possible in MP branch, and poss24 KB (3,510 words) - 04:03, 23 October 2025
- * {{crowbar|4}} - Can decompile model files ...er, individualized folders are required to prevent confusion and erroneous model collisions as overlapping names may occur after decompiling smd reference m79 KB (12,042 words) - 18:23, 10 July 2025
- | releasedates = October 7, 2004 <abbr style="color: #8bb9e0;" title="Counter-Strike: Source is the first Source engine game to be released."><sup>Note</sup></a ...n.jpg|340px|thumb|right|Screenshot in-game of {{csgo|1}}. CS:GO used the [[Counter-Strike: Global Offensive engine branch|then latest]] engine branch, which added ma29 KB (4,133 words) - 05:49, 15 October 2025
- ...in {{sineps|4}}. <br>{{MConfirm|Does this also works with other Logitech G series keyboards with LCD screens, such as G19?}} | '''-makedevshots''' || Used for taking screenshots, causing entities to not fade. Enables the use of the devshots_nextmap concommand. Also disab46 KB (6,833 words) - 17:50, 5 October 2025
- | <kbd>Entities</kbd> || style="min-width: 80px;" | <kbd>{{↓|CEntities}}</kbd> | Provides access to spawned entities in the server.83 KB (11,773 words) - 23:37, 17 September 2025
- This series of tutorials will cover the construction of a SteamVR Home environment depi ...ch as Hammer (the map editor) and the imaginatively-named Material Editor, Model Editor and so on - as well as acting as a central browser for the assets av42 KB (7,280 words) - 00:31, 7 January 2024