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  • ...l. La textura es un {{L|bump map|relieve}}, pero el proceso es un [https://es.wikipedia.org/wiki/Mapeado_normal mapeado normal]. Aunque ambos términos s ...l sombreado <code>{{L|Water_(shader)|Water}}</code>, <code>$bumpmap</code> es para DX8 {{L|Du/dv_map|du/dv map}}. Se usa <code>$normalmap</code> en su lu
    6 KB (832 words) - 22:48, 24 September 2025
  • {{for|Los parámetros VMT|{{L|$phong}}}} ...hong sombreado de Phong]] para suavizar la iluminación de los sólidos, que es independiente al moderno uso avanzado de Phong en tiempo real $phong.}}
    15 KB (2,444 words) - 06:54, 14 July 2024
  • ...ecompilada de VRAD rebota alrededor del mundo con un algoritmo de [https://es.wikipedia.org/wiki/Radiosidad radiosidad]. ...mpiladores debido a la gran cantidad de cálculos que debe realizar. La {{L|Lighting optimization|optimización de iluminación}} puede ayudar, al igual que ase
    19 KB (3,048 words) - 06:20, 20 May 2025
  • .../wiki/Reflexi%C3%B3n_difusa reflexión difusa] a baja intensidad y [https://es.wikipedia.org/wiki/Resaltado_especular resaltado especular], enmascarados c ...ode>WorldVertexTransition</code> solo está disponible en {{csgobranch|4}}. Es necesario que la luz solar ilumine el material de una entidad {{ent|env_cas
    11 KB (1,550 words) - 11:06, 23 August 2025
  • ...ara una textura de herramienta que no es sólida, no corta {{L|visleafs}} y es invisible. ...apa. Como esto las hace inútiles para los sólidos del mapa, su visibilidad es irrelevante. Además, muchas texturas de herramienta cortan {{L|visleafs|ho
    40 KB (6,145 words) - 06:19, 20 May 2025
  • {{todo|What is this used for? None out of around 40 thousand official Valve .vmt files use this proxy}} ; <code>$lighting</code>
    29 KB (4,239 words) - 02:23, 22 August 2024
  • ...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� ...onem no Hammer ou Jack, eles devem ser adicionados em '''Ferramentas > Opções'''.
    43 KB (6,392 words) - 06:21, 20 May 2025
  • * {{vtfedit|4}} and [[XWAD]] - Can convert WAD files to VMT and VTF <!--you want both; xwad for converting to power-of-two TGAs and VMT From .[[TGA]] (Old Format) to .[[VMT]] and .[[VTF]] (New Format)
    79 KB (12,042 words) - 17:23, 10 July 2025
  • byte styles[4]; // switchable lighting info int LightmapTextureMinsInLuxels[2]; // texture lighting info
    79 KB (12,042 words) - 02:53, 13 October 2025
  • ...selecting it and pressing {{key|Ctrl|T}}. Other solids are [[world brush]]es.<br> ...fined entities (usually, but not always, {{mono|[[#@BaseClass|BaseClass]]}}es) to an entity. You can specify multiple bases, each separated by a comma.
    65 KB (9,416 words) - 08:50, 1 November 2025
  • ...it like in the model viewer and get a general idea of how certain types of lighting will look like in-game. ...to and select a sprite name, it will fill it in for you without the .spr/.vmt extension. While this works fine for the Hammer 3D preview, this prevents t
    80 KB (13,465 words) - 23:16, 6 January 2024
  • ...k" : "" : "Select a info_lighting_relative to specify a location to sample lighting from, instead of using this entity's origin." ...e for the studiomodel. Use a null string to deactivate the use of specific lighting origins."
    296 KB (40,054 words) - 07:51, 21 January 2024
  • ...k" : "" : "Select a info_lighting_relative to specify a location to sample lighting from, instead of using this entity's origin." ...e for the studiomodel. Use a null string to deactivate the use of specific lighting origins."
    299 KB (40,362 words) - 19:47, 14 June 2025
  • ...igin" : "" : "Select an info_target entity to specify a location to sample lighting from, instead of using this entity's origin." ..." : "" : "Select an info_lighting_relative to specify a location to sample lighting from, instead of using this entity's origin."
    367 KB (50,518 words) - 05:07, 10 October 2025
  • ...tClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") = info_npc_spawn_destination : ...Class base(Targetname, Angles, EnableDisable) iconsprite("editor/npc_maker.vmt") color(0 0 255) = BaseNPCMaker
    275 KB (37,519 words) - 00:36, 15 August 2023
  • ...tClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") = info_npc_spawn_destination : ...Class base(Targetname, Angles, EnableDisable) iconsprite("editor/npc_maker.vmt") color(0 0 255) = BaseNPCMaker
    252 KB (34,486 words) - 07:49, 21 January 2024
  • ...tClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") = info_npc_spawn_destination : ...Class base(Targetname, Angles, EnableDisable) iconsprite("editor/npc_maker.vmt") color(0 0 255) = BaseNPCMaker
    319 KB (43,548 words) - 05:21, 11 September 2024
  • ...tClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") = info_npc_spawn_destination : ...Class base(Targetname, Angles, EnableDisable) iconsprite("editor/npc_maker.vmt") color(0 0 255) = BaseNPCMaker
    320 KB (43,624 words) - 05:21, 11 September 2024
  • ...tClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") = info_npc_spawn_destination : ...Class base(Targetname, Angles, EnableDisable) iconsprite("editor/npc_maker.vmt") color(0 0 255) = BaseNPCMaker
    329 KB (44,918 words) - 12:42, 3 May 2025
  • ...tClass base(Targetname, Parentname, Angles) iconsprite("editor/info_target.vmt") = info_npc_spawn_destination : ...Class base(Targetname, Angles, EnableDisable) iconsprite("editor/npc_maker.vmt") color(0 0 255) = BaseNPCMaker
    325 KB (44,401 words) - 16:16, 24 April 2025
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