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  • ...e built-in tools and some know-how, you can learn to import {{Source|3.1}} content to {{Source 2|3.1}}. {{Source 2|1}} uses new file formats for it's content. Maps are now {{Ext|vmap}} instead of {{Ext|vmf}}, materials are now {{Ext|
    2 KB (384 words) - 12:19, 6 September 2025
  • ...ated two directories with the desired addon name will be created under the content and game directories. Both of these directories are used when developing ad ...hould be saved to one of these locations depending on what type of content it is.
    2 KB (336 words) - 06:16, 12 July 2024
  • '''It is not advisable to mix game content if you wish to run your work on all players’ machines.''' ...pective player has all the game assets content installed. Instead use game content from different {{src|4}} games.
    2 KB (318 words) - 08:24, 12 July 2024
  • ...a|QC command|name=$jointcontents}} It is just like {{ent|$contents}}, but it applies to the specified bone and all of its child bones. * See [[$contents]] for a list of available content types.
    305 bytes (45 words) - 21:23, 18 July 2025
  • ...by various companies uses the Steam Workshop to host & get mods and other content. (ex. quests, weapons, textures, sounds, campaign, and much more.) ==How it works==
    3 KB (416 words) - 04:54, 31 July 2025
  • # Launch '''ModelDoc Editor''' if it is not already open. ...ed in your addon content's "models" folder. If you do not have one, create it.
    1 KB (213 words) - 07:06, 12 July 2024
  • ...tructure was changed to remove the restriction of having to save your game content into the <code>\sourcesdk</code> directory tree. This document explains how The SDK directory structure is now set up so that game content directories are separated from game sources directories.
    5 KB (751 words) - 08:01, 3 April 2025
  • <!-- Content --> == Installing content and tools ==
    2 KB (280 words) - 22:14, 27 January 2025
  • {{lang|Refresh SDK Content}} For some configuration problems, it is necessary to re-copy the original files from the Source SDK Steam cache.
    622 bytes (92 words) - 01:07, 6 January 2024
  • ...on you create will be where your {{sfm|nt=1|3}} content will live, so make it something memorable like {{Code|preset=1|select=1|sourcefilmmaker}} or {{Co As an aside, all your addon content will exist in {{Path|hlvr_addons/mod_name}}, so i.e. {{Path|C:/Program File
    2 KB (348 words) - 10:56, 12 July 2024
  • ...Likely to aide in creating [[:Category:Choreography|choreography scenes.]] It was supposed to also be able to create save files in .vle files, as well as ...build of the engine. However, it was actually released with Black Mesa, as it runs on the TF2 branch.
    1 KB (261 words) - 22:57, 21 January 2024
  • {{note|Content streaming only works for official games hosted on the Steam content servers. This page is for reference only.}} ...is, not having to have to have the whole game downloaded in order to play it. This is achieved with the [[GCF]] virtual filesystem and lists of files ne
    3 KB (570 words) - 07:32, 27 February 2025
  • ...es its files. An asset is any file that is used as part of a game, whether it be a model, mesh, texture, material, or map. The asset system is a key part ...at the engine uses to keep track of what resources are loaded into memory. It is also what allows the engine tools to dynamically update assets as they a
    4 KB (716 words) - 06:10, 19 July 2025
  • ...to increasing texture quality and more polygons for models. Additionally, it also changes weapon design, like the [[weapon_9mmAR_(GoldSrc)|MP5]] ({{w|ic ...on {{steamicon|1}}, the content was added as an on-demand update (although it was never mentioned).
    3 KB (520 words) - 22:23, 21 April 2025
  • ...ds the [[VMF]], and only copies the content that has been used in the map. It's written in C# and requires Microsoft .Net Framework 3.5 or higher. ...ftware.com/wiki/Game_Directory Game Directory], which you have used custom content from, add multiple if necessary.
    3 KB (452 words) - 21:07, 27 June 2025
  • ...the Hammer editor most appropriate for the game it's from and saving over it, as this will also help fix any data left over by BSPSrc. The importer espe == Adding Source 1 Game Content ==
    3 KB (562 words) - 11:02, 12 July 2024
  • ...mounting of multiple [[GCF|Game Cache Files]] via the [[gameinfo.txt]]'''. It can be used with the Ep1 codebase too. ...user owns the game that you mount content for. If the game isn't owned the content will not be mounted, and error signs and missing textures will appear every
    4 KB (502 words) - 01:25, 10 March 2025
  • {{lang|Mod Content Usage}} == Using content from other mods ==
    5 KB (794 words) - 09:23, 24 June 2023
  • ...way they were intended to, rather than using an old workflow and adapting it to a new tool! ...ounds to do the things you're used to, like manipulating lights or getting content and assets from the Half-Life: Alyx Workshop.
    5 KB (903 words) - 09:52, 3 April 2023
  • ...Source Filmmaker addon. Not to worry, you can still find these assets, but it's going to take a lil' bit of effort. ...ll be in your workshop folder for HL:A; i.e. ''C:/Steam/steamapps/workshop/content/546560/addon_id''
    2 KB (261 words) - 03:53, 26 December 2022
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