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- ...ife 2: Episode One|game2=Half-Life 2: Episode Two}} It creates a non-solid model that can be resized dynamically via [[#Inputs|inputs]]. It is used for the {{note|Added to {{hl2|2}} in the 20th Anniversary Update.}}1 KB (194 words) - 05:16, 27 November 2025
- {{this is a|model entity|name=prop_coreball|game=Half-Life 2: Episode One}} ...denote|Uses the same C++ class as {{ent|prop_scalable}}, but forces use of model {{file|models/props_combine/coreball|mdl}}.}}1 KB (230 words) - 05:13, 27 November 2025
- ...flung to one of several pre-determined positions, then flung at the player one at a time, or all at once. [[File:Advisor2.jpg|thumb|right|250px|Advisor, as seen in [[Half-Life 2: Episode Two]]]]4 KB (532 words) - 14:28, 7 March 2025
- {{this is a|vertex shader|name=VortWarp|since=Half-Life 2: Episode One}} It blends a [[Water_(shader)#Authoring_a_flow_map|Flowmap]] with a illum : The point which the model will be squished to. The entire model will try to be squished into that point. If unspecified becomes the world o2 KB (242 words) - 17:20, 17 May 2024
- {{this is a|model entity|game=Half-Life 2 series|game1=Portal series|name=prop_vehicle_choreo_generic}} It is also av {{KV|World model|intn=model|studio}}3 KB (373 words) - 22:15, 26 September 2025
- |title = Half-Life 2: Episode Three |series = [[Half-Life series]]9 KB (1,256 words) - 08:29, 17 October 2025
- |title = Half-Life 2: Episode Three |series = {{L|Half-Life series}}9 KB (1,201 words) - 02:58, 13 October 2025
- {{this is a|point entity|name=npc_clawscanner|series=Half-Life 2}} ...l2|1}}, using {{code|npc_cscanner}} entity and spawn with the Claw Scanner model instead of regular Combine Scanner (City Scanner) on any levels with {{code5 KB (744 words) - 20:31, 19 June 2025
- ...der commentary bubble models, instead of newer model introduced in Episode One.}}]] ...commentary.txt}}) for the loaded level. If a commentary file is found, the entities contained within the commentary file are parsed and spawned.11 KB (1,609 words) - 08:07, 17 March 2025
- {{this is a|model entity|name=weapon_physcannon|game=Half-Life 2 series|game1=Portal}} ...cs prop and the gravity gun are defined by the physgun_interactions in the model's QC file.5 KB (707 words) - 03:36, 19 May 2025
- ...lang|npc_strider}}{{this is a|model entity|name=npc_strider|game=Half-Life 2}} ...trafe across targets, its Warpspace cannon that will evaporate all dynamic entities it touches (but needs to be triggered by the mapper), and its legs, which i8 KB (1,199 words) - 06:08, 20 May 2025
- While it was only used during the cutscene in Half-Life 2: Episode Two where Alyx is revived, it is pretty versatile due to its amount of para ...ffect_target]] entities. When your model gets close to the sphere of these entities, the flesh will start to appear.5 KB (816 words) - 06:14, 20 May 2025
- ** {{hl2|4.1}} and [[Half-Life 2: Episode One|its]] [[Half-Life 2: Episode Two|episodes]] (via {{src13sp}}) <!-- same download URL--> ...included with {{mcv|4.1}} (x64 only), in lieu of vanilla Hammer. {{hl2rtx|2}} also includes Hammer++ alongside {{slammin|1|nt=4}}.8 KB (1,154 words) - 09:21, 10 November 2025
- A '''glowing texture''' is one that does not require another form of light to be lit up. It can create its * Using {{ent|info_lighting}} to "fool" a model into "thinking" it is brightly illuminated.17 KB (2,517 words) - 10:18, 5 September 2025
- ...this modification available, The current one for Source SDK 2013 the older one for Source Engine 2007/2009 which can be found ...ls etc) but please note that coded items from games that are not Half-Life 2 based will not work.25 KB (3,856 words) - 07:50, 21 January 2024
- *Mejoras en Half-Life 2: Episode One. ** Disponible para quien posea Half-Life 2.13 KB (2,106 words) - 10:12, 12 July 2024
- : '''L4D1/2 Level Design Theory and Practice Video Tutorials''' ...es/left4dead2_mapping/l4d2-1-level-design-tips-from-the-sacrifice.php L4D1/2: 13 Level Design Tips from The Sacrifice]42 KB (5,509 words) - 04:53, 9 October 2025
- * CPU**: 2 {{w|icon=0|Hertz|GHz}} dual-core or higher |nextgame = {{sbox|2}}14 KB (2,139 words) - 05:46, 14 November 2025
- ...ed, it's '''very''' important to '''Reset Game Configuration''' before the Episode Two hammer can be launched. This is caused by the '''gameconfig.txt''' poin ...sode One compile tools/hammer works again now. In order to use the Episode One tools follow these steps.40 KB (6,764 words) - 07:47, 8 January 2024
- '''Mod Note:''' This modification is for the '''Episode 1''' engine, and will '''not''' work on the [[Orange Box]]. *[[User:Daedalus|Daedalus]] has updated the code to allow you to trigger entities in your map13 KB (2,203 words) - 23:15, 6 January 2024