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  • 它可以让你更改笔刷实体(brush entities)或覆盖层(overlays)的纹理。 {{KV|Target Brush(es)|intn=目标|target_destination| {{L|brush entity|笔刷实体(brush enti
    3 KB (172 words) - 20:18, 22 July 2025
  • {{Source topicon}} {{TabsBar|main=gs2|base=Entity}}
    6 KB (952 words) - 11:04, 28 May 2025
  • It allows you to change the textures on brush entities or overlays. ...ntities]] or [[overlay]]s. All <code>ToggleTexture</code> materials on all entities (including sprites) matching the targetname will be affected.}}
    3 KB (358 words) - 05:26, 22 July 2025
  • Official [[FGD]] for {{css|4}}. Contains some errors; see [[Counter-Strike: Source (fixed).fgd]] for fixed version. // Purpose: Counter-Strike: Source game definition file (.fgd)
    12 KB (1,494 words) - 18:25, 20 March 2025
  • ...]], and adding the missing {{code|ammo}} KV to weapons. ([[Counter-Strike: Source.fgd|click here to see original]]) // Purpose: Counter-Strike: Source game definition file (.fgd)
    13 KB (1,692 words) - 08:32, 3 April 2025
  • {{this is a|point entity|internal=1|name=env_cubemap|sprite=1}} Es gibt einen Ort an, für den eine {{L|Cubemaps|cubemap}} erzeugt wird, sobal ...bemap_build_result.jpeg|thumb|right|Beispiel einer Cubemap, welche ein weißes {{L|prop_static}} Fahrzeug, Decals und ein {{L|env_sprite}} spiegelt. Man m
    6 KB (848 words) - 03:57, 2 March 2025
  • {{Source topicon}} '''VBSP''' es la herramienta que compila un archivo de {{L|Valve Map Format|formato de ma
    12 KB (1,837 words) - 07:20, 20 May 2025
  • {{TabsBar|main=s2|base=Prop_static}} {{toc-right}} {{CD|CStaticProp|base=IClientUnknown|file1=staticpropmgr.cpp}}
    18 KB (3,015 words) - 11:09, 28 May 2025
  • {{LanguageBar|title = Red multijugador Source}} ...mundo creado por el servidor y genera, en consecuencia, vídeo y sonido en base a esas actualizaciones constantes de paquetes de datos. A su vez el cliente
    22 KB (3,598 words) - 11:10, 12 July 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
  • ...'s eye point. Like the LampBeam proxy, but used for the halo at the beam's base. Must be attached to entity for angle use. {{MatProxyCell|title=BreakableSurface|desc=Sets the base texture to a material name held by the entity (used for switching surface m
    29 KB (4,239 words) - 03:23, 22 August 2024
  • ...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 ...gd"</code> at the top of a Source 1 or 2 FGD and it is loaded before <code>base.fgd</code>, you will encounter errors.
    64 KB (9,366 words) - 10:46, 4 August 2025
  • ...s://www.youtube.com/watch?v=ZH6s1hbwoQQ Parallax Corrected Cubemaps in the Source Engine {{en}}] Que vous mettrez dans '''{{Path|<[https://github.com/ValveSoftware/source-sdk-2013 répertoire du code src]>/src/utils/vbsp/}}'''
    29 KB (4,063 words) - 11:21, 14 July 2024
  • {{see also|[[base.fgd/Zombie Panic! Source]], which this FGD inherits}} // Zombie Panic! Source game definition file (.fgd)
    132 KB (17,236 words) - 13:45, 3 May 2025
  • {{LanguageBar|title=Porting GoldSrc content to Source}} {{Gldsrc topicon}}{{Xash3D topicon}}{{Source topicon}}
    79 KB (12,042 words) - 18:23, 10 July 2025
  • This article is an archival copy of [[Talk:Source SDK Known Issues]] and [[Source SDK Bugs/Hammer bugs]]. Check those pages for the latest copies. * Comments appended to entities, where able, don't like ctrl-enter for a carriage return. FIX: I had to man
    80 KB (13,465 words) - 00:16, 7 January 2024
  • From: <code>\common\SinEpisodesSDK\bin\base.fgd</code> // Base Classes
    252 KB (34,486 words) - 08:49, 21 January 2024
  • // Base Classes ...(X Y Z)" : : "The position of this entity's center in the world. Rotating entities typically rotate around their origin."
    275 KB (37,519 words) - 01:36, 15 August 2023
  • ...is [http://en.wikipedia.org/wiki/Dynamically_typed dynamically typed], the Source 2 engine is written primarily in C++, which is [http://en.wikipedia.org/wik | Generate an entity I/O event on all entities matching the specified target name. The script scope of the calling entity
    157 KB (18,808 words) - 07:16, 20 May 2025
  • ...se.fgd . Its an optimised version which only contains entities (Only point entities tested) that can be used by Dark Messiah. // Base Classes
    296 KB (40,054 words) - 08:51, 21 January 2024
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