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  • {{DISPLAYTITLE:%CompileNoLight}}{{subpage|[[Material map compile flags]]}} ...ile time. [[Valve]] introduced this parameter with [[Alien Swarm]], using it with <code>tools/toolsnolight.vmt</code>, the black areas you see in the le
    661 bytes (83 words) - 17:25, 24 March 2025
  • {{subpage|[[Material map compile flags]]}} ...ools/toolsfog}}. This flag is not read by VBSP, and as such has no effect. It may be leftover from earlier in Half-Life 2's development.
    587 bytes (92 words) - 17:23, 24 March 2025
  • {{this is a|shader parameter|name=$no_draw}} It is a setting that causes the material to not be drawn or rendered at all. Usually used to quickly hide parts of a ...used as a workaround to the broken "Removemodel" on [[$lod]], or to have a material disappear in a specific skin.
    717 bytes (112 words) - 10:18, 27 May 2025
  • ...e [[shader]] fallbacks that shipped with {{src04|2}} to {{src13|2}}. See [[Material optimization]] and [[DirectX Versions]] for more details. ...pplies to {{src13|2}}) also no longer support anything below DirectX 8, so it would be unnecessary to create shader fallbacks below DX8.}}
    5 KB (706 words) - 23:14, 12 July 2025
  • {{lang|Particle System Properties|title=粒子系统属性}} ; material
    1 KB (88 words) - 04:19, 22 August 2024
  • {{back|Category:Particle System}} ...erties are values that every particle system has without anything added to it.''
    6 KB (890 words) - 23:16, 2 September 2024
  • '''Pyrovision''' is an effect applied in the game {{tf2|4}}. It allows the player to enter the imaginary world featured in the "Meet the Py It works by using a material replacement list and a custom developed shader.
    4 KB (560 words) - 16:36, 25 August 2025
  • ...[[integer]]. It sets the texture frame of all materials with the [[List Of Material Proxies#Entity integration|ToggleTexture]] to the specified integer. [[Category:Material System]]
    1 KB (146 words) - 08:08, 7 May 2025
  • ...cal entity|name=material_modify_control}} It is used to modify arbitrary [[material]] properties in response to [[I/O]] events. ...e the <code>MaterialModify</code> or <code>MaterialModifyAnimated</code> [[Material Proxies|proxy]] installed, and must be applied to an entity.
    4 KB (711 words) - 05:16, 29 April 2025
  • {{lang|Material Enumerator}} ...) is a material listing program for [[Source]] engine or [[GoldSrc]] maps. It lists all used materials inside a vmf file. Written in Java by The RaZZeR A
    1 KB (157 words) - 04:14, 6 January 2024
  • ...0g''' is a program written by Judokus for handling textures and materials. It can convert BMPs or TGAs to [[VTF]] with drag and drop, and [[VMT]] files a [[Category:Material System]]
    563 bytes (84 words) - 11:27, 23 September 2023
  • [[File:XBLAH's Modding Tool v1.18.1.1 - Material Editor.png|thumb|800px|WAD Editor]] ...4}} can be used to create {{Path||vtf}} and {{Path||vmt|icon=file}} files. It can also be used to generate [[Bump_map|normal maps]].
    2 KB (316 words) - 12:28, 12 July 2024
  • ..., people are going to judge the level on whether or not they liked playing it. ...ts maker gives it the soul, and every wall, window and stairway to express it."'' - (Roark) Ayn Rand, The Fountainhead
    2 KB (394 words) - 17:43, 18 July 2025
  • {{subpage|[[Material map compile flags]]}}{{DISPLAYTITLE:%CompileTeam}}{{toc-right}} ...or example, the climb texture is a ladder that only lets infected climb up it.<br>
    2 KB (233 words) - 12:10, 14 April 2025
  • {{todo|What's the difference between this and [[material surface properties]]? This seems to be a leftover from {{goldsrc}} [[materi '''Material types''' are bullet impacts. To make a material use a particular material type, edit<code>scripts/surfaceproperties.txt</code> (or <code>scripts/surf
    3 KB (461 words) - 21:15, 11 June 2025
  • {{MatParamDef|%CompileWater|bool|This is needed to make a map using the material compile properly.}} {{MatParamDef|$abovewater|bool|Whether this material is used for above or below the water’s surface.<br>
    4 KB (605 words) - 12:10, 23 August 2025
  • ...], it defines that we can only use these models "if available;" therefore, it must be done via [[Mounting_Other_Content|mounting the GCF/VPK]]. If you do # Create a cloud [[Material_Creation|material]] and don't forget to make it transparent.
    2 KB (318 words) - 07:16, 30 October 2024
  • {{todo|Move engine-agnostic stuff to [[material]].}} ...ource pink and black checkered pattern. A white wireframe is not a missing material, but instead a missing [[shader]].
    4 KB (589 words) - 07:07, 20 May 2025
  • ...as sky textures in Source. It can compile the images directly into Source; it also creates a cube cross that is ready for HDR Workshop. Sky Writer does not design your sky... it simply renders the scene and exports/compiles everything into the right for
    845 bytes (132 words) - 12:56, 8 January 2024
  • {{DISPLAYTITLE:%CompileLadder}}{{subpage|[[Material map compile flags]]}} ...[[func_ladder]] brush entity in order for the navigation mesh to recognize it and to allowing [[NPC]]s to climb the ladder.<br>
    2 KB (292 words) - 17:24, 24 March 2025
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