Search results

Jump to navigation Jump to search
  • '''Point Entities''' ''(Punkt-Objekte)'' werden an genau einer Stelle des {{L|coordinates|Koo ===Logic entities ''(Logik-Objekte)''===
    2 KB (261 words) - 09:37, 24 August 2024
  • This is a list of all [[Eternal Silence]] Entities ...forward]] - Used to send damage to a specific capship. Useful for multiple prop capships.
    1 KB (166 words) - 10:25, 5 January 2024
  • * {{L|Brush|Brushes}} (abgesehen von denen, die von {{L|Brush entity|Entities}} verwendet werden) ...n.] (Da Hammer es nicht erlaubt, einen Worldspawn direkt zu erstellen, ist es schwer, diese Regel zu brechen.)
    5 KB (754 words) - 23:18, 24 September 2025
  • Este es un artículo para crear objetos que reaparezcan, que pueden ponerse en un s :'''Target entities named:''' {{Code|logic_spawner}}
    5 KB (828 words) - 03:28, 22 August 2024
  • ...n"]] (selección infinita automática) es encendida, pulsar {{key|enter}} no es necessario.}} ...ey|left}} y {{key|right}} pueden usarse mover objetos si la opción "nudge" es fija en las [[Hammer 2D Views Options]]. En la vista 3D, objetos se mueven
    6 KB (967 words) - 09:43, 9 October 2025
  • ...ty|Model entities]] (as opposed to a [[Brush entities]] or [[Sprite|Sprite entities]]) specify a [[studiomodel]] for their visual representation in game. Rende * Whilst [[brush]]es and [[sprite]]s also provide renderable geometry to game entities, [[Studiomodel]]s are significantly different.
    5 KB (710 words) - 15:06, 7 January 2024
  • ...o tiene escaleras de mano) una escalera de mano en el juego consiste en un prop o brush (que a partir de aquí llamaremos "modelo") que el jugador percibe === Prop / Modelo de escalera ===
    10 KB (1,707 words) - 06:28, 12 March 2025
  • ...r" : 2 : "The team number to filter by. If the filter mode is Allow, only entities whose "+ "all entities EXCEPT those whose team number matches the given team will pass the filter.
    12 KB (1,494 words) - 18:25, 20 March 2025
  • [[File:Static prop bumpmaps.png|thumb|Demostración de la iluminación de props estáticos con La {{L|Lighting|iluminación}} puede comportarse de manera diferente en un prop estático particular dependiendo de su configuración y de cómo se crearon
    18 KB (3,015 words) - 11:09, 28 May 2025
  • ...r" : 2 : "The team number to filter by. If the filter mode is Allow, only entities whose "+ "all entities EXCEPT those whose team number matches the given team will pass the filter.
    13 KB (1,692 words) - 08:32, 3 April 2025
  • {{Abstract Mapping:es}} ...libre representar, porque luces estáticas solamente ''cambian'' lo que ya es procesada.}}
    11 KB (1,753 words) - 23:44, 24 September 2025
  • * Hit box(es) : used for Bullet-trace hit-tests. ...attached to, but will not deform like the [[Mesh]]es. They are essentially prop-constraints used for [[skeletal animation|skeletal]] or [[movement hierarch
    11 KB (1,504 words) - 15:03, 7 January 2024
  • '''VBSP''' es la herramienta que compila un archivo de {{L|Valve Map Format|formato de ma * Fusiona {{LCategory|Internal entities|entidades internas}} con el {{L|Worldspawn|mundo}}.
    12 KB (1,837 words) - 07:20, 20 May 2025
  • # Es gibt hier noch weitere Einstellungen, aber fürs Erste müssen wir nur ein * Schneller geht es, wenn Du die {{key|Space}}-Taste gedrückt hältst und die Maus klickst und
    24 KB (3,734 words) - 03:14, 22 August 2024
  • {{Portal 2 level intro menu:es}}__TOC__ Un ''{{L|brush}}'' o boceto, es una simple forma en 3D creada con Hammer's '''Block'''. Los Brushes son usa
    25 KB (4,184 words) - 03:23, 22 August 2024
  • ...) é um formato de arquivo de texto simples usado para definir todas as {{L|entities|entidades}} de um jogo para um editor de mapas, permitindo que os mapeadore ...o sob o nome de The Forge (daí o nome ''Forge'' Game Data). Devido a questões de marca registrada, entretanto, o nome Forge não pôde ser usado na vers�
    43 KB (6,392 words) - 07:21, 20 May 2025
  • ...me Data''') is a plain-text file format used to define all of the [[entity|entities]] of a game for a map editor, allowing mappers can select them from within ...thin the game. Sometimes editing reveals hidden or unused features or even entities, but they were always there and could be used even without the updated FGD.
    64 KB (9,366 words) - 10:46, 4 August 2025
  • ...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 player | 0 || {{SourceBranch|2004}} || LUMP_ENTITIES || Map entities
    79 KB (12,042 words) - 03:53, 13 October 2025
  • {{note|A collision mesh is not necessary if using [[clip]] brushes for static prop model collision.}} ...halflambert}} (you'll need to disable per-vertex lighting if it's a static prop). If the model used "no shade light" ({{cmd|$flags|256}}), you may need to
    79 KB (12,042 words) - 18:23, 10 July 2025
  • | Generate an entity I/O event on all entities matching the specified target name. The script scope of the calling entity The base class for entities.
    157 KB (18,808 words) - 07:16, 20 May 2025
View (previous 20 | ) (20 | 50 | 100 | 250 | 500)