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  • From: {{hl|4|addtext=: Field Intensity}} {{codeblock|src=liblist.gam|lang=gam|<nowiki>game "Half-Life: Field Intensity"
    470 bytes (59 words) - 09:08, 18 August 2023
  • #redirect [[List of Half-Life: Field Intensity entities]]
    57 bytes (7 words) - 03:42, 9 April 2024
  • ...Life 2]], the texture file would be compiled to the <code>SteamApps/common/Half-Life 2/hl2/materials/</code> folder. If the targa image resided within a subfold : Sets texture's bumpscale value, which controls normal map intensity.
    20 KB (3,020 words) - 02:54, 14 July 2025
  • This is a list of all [[Half-Life: Field Intensity]] entities that can be placed through {{hammer|4}} or {{jack|4}}.
    18 KB (2,538 words) - 22:31, 14 March 2024
  • ...type in the word <code>"dev_measure"</code> (with the underscore) into the field. This will bring up a listing of "developer" textures that will make it eas ...umbers represent the RGB values (color) and the last number represents the intensity of the light.
    21 KB (3,608 words) - 17:43, 18 July 2025
  • ...type in the word <code>"dev_measure"</code> (with the underscore) into the field. This will bring up a listing of "developer" textures that will make it eas ...umbers represent the RGB values (color) and the last number represents the intensity of the light.
    22 KB (3,712 words) - 06:26, 11 July 2024
  • ...type in the word <code>"dev_measure"</code> (with the underscore) into the field. This will bring up a listing of "developer" textures that will make it eas ...umbers represent the RGB values (color) and the last number represents the intensity of the light.
    23 KB (3,877 words) - 06:52, 27 June 2025
  • ..." ] : "Lightning Color Intensity Minimum" : "0" : "Minimum lightning color intensity" ..." ] : "Lightning Color Intensity Maximum" : "0" : "Maximum lightning color intensity"
    65 KB (8,480 words) - 03:59, 11 September 2024
  • ...type in the word <code>"dev_measure"</code> (with the underscore) into the field. This will bring up a listing of "developer" textures that will make it eas ...umbers represent the RGB values (color) and the last number represents the intensity of the light.
    26 KB (4,507 words) - 07:46, 12 July 2024
  • ...nt controls both the angle and intensity of the sunlight and the color/IBL/intensity of the skylight. ...all kinds of fancy mesh dissection stuff goes on behind the scenes with [[Half-Life: Alyx Workshop Tools/Level Design/Visibility|visibility]] and similar anywa
    25 KB (4,111 words) - 07:21, 20 May 2025
  • ...ou will have a black circle with some kind of radar in it. Next to it is a field with a ''0'' in it. You can adjust your players direction with numbers from ...color's RGB values, respectively, and the last value refers to the light's intensity. If you leave it white the light will be superbright and you will not see a
    19 KB (3,302 words) - 11:56, 11 May 2025
  • lightcolor(color255) : "Light Color" : "255 255 255 200" : "Light Color RGB-Intensity" ...ecap(integer) : "Damage Cap" : 20 : "Maximum damage dealt per second. This field is only used if you select the Doubling w/Forgiveness damage model, via the
    28 KB (3,569 words) - 23:14, 9 March 2024
  • @include "</nowiki>[[Half-Life 2.fgd/Black Mesa|halflife2.fgd]]<nowiki>" Intensity(float) : "Light Intensity" : 1000 : "RGB * Intensity"
    132 KB (15,470 words) - 03:47, 12 January 2025
  • ...ou will have a black circle with some kind of radar in it. Next to it is a field with a ''0'' in it. You can adjust your players direction with numbers from ...color's RGB values, respectively, and the last value refers to the light's intensity. If you leave it white the light will be superbright and you will not see a
    23 KB (2,699 words) - 04:29, 12 July 2024
  • ...p. This can be any lump in the preceding list (pointed to using the offset field of that lump), though in practice the first data lump is Lump 1, the plane '''properties[5]''' field are used solely for LZMA decoding.
    85 KB (12,816 words) - 13:30, 2 September 2025
  • ...х пользователем Rof во время написания своего декомпилятора файлов BSP для Half-Life 2, под названием {{L|VMEX}}. Поэтому основное в ...ногопользовательских играх (таких как {{L|Counter-Strike: Source}} или {{L|Half-Life 2: Deathmatch}}) после загрузки карты (хранится �
    84 KB (9,318 words) - 17:22, 1 March 2025
  • ...akable breaks. Be sure to select Use Precise Gib Dir in the Gibs Direction field!" ...Node FOV" : 180 : "Imagine this node requires that an NPC be in the node's field of view in order to use this hint." =
    252 KB (34,486 words) - 08:49, 21 January 2024
  • ...p. This can be any lump in the preceding list (pointed to using the offset field of that lump), though in practice the first data lump is Lump 1, the plane [[File:bsp_geometry_s.gif|right|frame|Animated x-ray view of {{ent|Half-Life 2 map reference#d1_trainstation_01|alt=d1_trainstation_01}} with the three
    79 KB (12,045 words) - 17:20, 1 March 2025
  • {{LanguageBar|title={{mono|base.fgd}} (Half-Life 2 leak)}} Intensity(integer) : "Intensity" : 5000
    146 KB (17,850 words) - 06:25, 11 September 2024
  • From: Half-Life Field Intensity // Half-Life game definition file (.fgd)
    181 KB (19,111 words) - 22:27, 14 March 2024
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