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- ...e were to be two ammo types for this weapon: a rock and a beer bottle. The source code shows that there was originally to be a view model for each throwing i It is also in the source code commented that the ammo-handling code was 'a bit bogus', and needed a951 bytes (159 words) - 15:28, 7 December 2023
- {{subpage|[[Source 2013]]}} {{Important|Some of the community repos are built on older Source SDK 2013 code prior to {{tf2branch|1}}.}}5 KB (663 words) - 12:09, 2 September 2025
- {{tabsBar|main=gs|base=render modes}} These are all the rendering modes present in {{Source|4}}.3 KB (498 words) - 16:18, 13 March 2025
- ...as instances. This is similar to how Prefabs work. Basically, you collect entities that are meant to work together into a file, then reference that file into ...provide a version of your map for both games from a non-duplicated set of source data. The nice thing about this is that any updates you make in the older L7 KB (1,309 words) - 06:33, 13 July 2024
- {{Source topicon}} | title = Source 200613 KB (1,815 words) - 00:08, 10 July 2025
- <source lang=cpp> ///////////// Copyright © 2009, Goldeneye: Source. All rights reserved. /////////////9 KB (1,017 words) - 07:53, 25 November 2017
- ...insrc|4.1}} is a updated and more feature-rich mapping/compile tools for {{Source|1.bold}}. Slammin' Source comes with an upgraded {{Hammer|4.1}} editor named '''Slammin' Hammer 5.2''11 KB (1,615 words) - 06:13, 9 October 2025
- {{lang|TF2/Territorial Control}}{{TF2 topicon}}{{source topicon}}[[Category:Level Design]][[Category:Team Fortress 2]] * Each team has one home base, but these are only seen when the opposing team is on the verge of winning.24 KB (4,229 words) - 10:38, 5 July 2024
- {{Note|This tutorial is valid for the 2007 Source SDK. The 2013 Source SDK has simple glow effect [[L4D Glow Effect (2013 SDK)|functionality built *Strong knowledge of the Source SDK21 KB (3,046 words) - 08:03, 25 November 2017
- ...apon|icon=hide}}, which featured a model later reused in ''Portal 2'' as a cut Paint Gun. ...ed that Episode Three would have taken place in or near an Arctic Research Base{{cite|5}}. This setting was intended to follow up on the mystery of the Bor9 KB (1,201 words) - 03:58, 13 October 2025
- ...apon|icon=hide}}, which featured a model later reused in ''Portal 2'' as a cut Paint Gun. ...ed that Episode Three would have taken place in or near an Arctic Research Base{{cite|5}}. This setting was intended to follow up on the mystery of the Bor9 KB (1,256 words) - 09:29, 17 October 2025
- Source Engine Co-Operative Base Modification (SecobMod) is a modification containing useful code fixes for ...ification available, The current one for Source SDK 2013 the older one for Source Engine 2007/2009 which can be found25 KB (3,856 words) - 08:50, 21 January 2024
- {{Source topicon}} ...odraw|%compileNodraw]] 1}} for a tool texture which is not solid, does not cut [[visleafs]] and is invisible.37 KB (5,289 words) - 21:57, 13 June 2025
- ...te en diversas formas. Las disposiciones se utilizan principalmente en {{L|Source}} para crear terrenos, colinas, lomas, etc., además de superficies planas. ...r attached to an entity, meaning you cannot set displacements as {{L|brush entities}}, such as {{L|func_breakable}}, {{L|func_detail}}, or {{L|func_brush}}. Do17 KB (2,653 words) - 17:09, 12 July 2024
- ...view of your map and allows you to navigate around, as discussed in the [[Source 2/Docs/Level Design/Navigation|Navigation]] tutorial earlier. Much of your ...ry on one side of the cut, the other side of the cut, or both sides of the cut. Cycle through these by repeating the shortcut Key.18 KB (2,902 words) - 08:20, 8 May 2025
- ...ment of VMFs inside other VMFs. They are similar to prefabs, but when the source file of an instance is modified the changes take effect in all maps contain :Environment and campaign entities. Recommended in all maps. [[global_ents.vmf (Portal 2)]] contains a list of32 KB (4,777 words) - 11:11, 27 July 2024
- {{lang|up=0|SourceShaderEditor/Installation|title=Source Shader Editor - Download & Installation}} ...mpile the client library at the end, so make sure that you can compile the source code from the SDK successfully.16 KB (2,155 words) - 04:50, 7 May 2025
- @include "base.fgd" @PointClass base(PlayerClass, Angles, Targetname, GameModeTypeDeclaration) studio("models/ed37 KB (4,880 words) - 15:45, 23 May 2025
- <source lang=cpp>bool bTools = CommandLine()->CheckParm( "-tools" ) != NULL; ...bTools ? 4 : 1; // Just one shadow depth texture in games, more in tools</source>20 KB (2,662 words) - 09:03, 19 August 2025
- |custom1=Dota 2 (Source).fgd |custom1alt=Source65 KB (8,480 words) - 03:59, 11 September 2024