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- ...ative|since=Source 2013 Multiplayer|engine=Source}} {{also|{{Black Mesa}}{{Mapbase}}{{Garry's Mod}}{{strata}}}} ...here levels or entities suddenly appear intersecting with them. Teleported entities have their velocity set to zero and their angles untouched.2 KB (211 words) - 08:33, 9 May 2025
- ...=trigger_apply_impulse|game=Source 2013 Multiplayer|game1=Black Mesa|game2=Mapbase}} This entity will apply velocity to all entities touching it when the input is fired.826 bytes (111 words) - 05:57, 27 May 2025
- {{CD|CNullEntity|file1=[https://github.com/mapbase-source/source-sdk-2013/blob/master/sp/src/game/server/subs.cpp subs.cpp]|no ...l}}. This can be used for creating [[texlight]]s that don't have a visible brush in-game, such as for prop-based lights, or for [[window lighting|accentuati2 KB (383 words) - 05:01, 10 October 2025
- {{this is a|brush entity|name=trigger_look}} It is used to trigger something when the player ...never fire at all. These effects seem to worsen the more identically named entities there are in the map.}}2 KB (406 words) - 02:47, 29 June 2025
- ...a much more powerful version of a standard [[decal]]. Unlike regular decal entities, overlays can be resized, rotated, scaled, and distorted. ...in [[Hammer Object Properties Dialog#SmartEdit|SmartEdit mode]], choose '''Brush Faces''' and then Ctrl-Click in the camera window to add more faces.6 KB (1,017 words) - 17:08, 6 May 2025
- {{this is a|semi-internal=1|brush entity|name=func_occluder|sprite=Toolsoccluder.gif}} It hides [[model]]s th ...e much less effective when directly compared to areaportals or good [[Hint brush]] placement for optimization, and should be used primarily when the former4 KB (617 words) - 04:47, 17 September 2025
- ...created by parenting a <code>prop_dynamic</code> to a {{ent|func_button}} brush. This will cause <code>+use</code> inputs on the prop to be forwarded to th :* In {{mapbase|2}}, {{ent|prop_interactable|game=Mapbase}} combines these entities, making setup easier. Likewise, {{vtmb|2}} has {{ent|prop_button|game=Vampi6 KB (955 words) - 15:33, 22 October 2025
- == Entities == ...effects/fog_d1_trainstation_02}} — Used only in the distance. Fit to brush face. {{hl2|1}}-content derived source games only.5 KB (848 words) - 16:55, 1 November 2025
- * Convert [[brush]]es into polygons * Swallow most [[:Category:Internal entities|internal entities]] into [[Worldspawn|the world]]14 KB (1,938 words) - 09:55, 2 December 2025
- {{this is a|point entity|name=vgui_movie_display|since=Alien Swarm}} {{also|{{mapbase}}}} A movie screen is typically a brush face textured with elevator/elevator_screen or one of its variants. Make su5 KB (853 words) - 13:48, 25 September 2024
- {{KV|Brush faces|intn=sides|sidelist|An optional override for individual brush faces, forcing them to use this cubemap instead of one closest to them. To ...es|Optionally assigns this cubemap a bounding box for parallax correction (brush entity tied to {{ent|parallax_obb}}). This means the cubemap reflection wil10 KB (1,613 words) - 09:17, 14 November 2025
- ...commentary.txt}}) for the loaded level. If a commentary file is found, the entities contained within the commentary file are parsed and spawned. Players can turn commentary mode on & off at any time. The entities described inside the commentary file will be destroyed and recreated dynami11 KB (1,609 words) - 08:07, 17 March 2025
- * [[Brush]]es (except those used by [[Brush entity|entities]]) {{KV|Targetname|intn=targetname|target_source|Name which other entities use to send [[#Inputs|inputs]] to this entity.}}8 KB (1,132 words) - 17:02, 29 July 2025
- * Преобразуется поверхности объёмов {{L|brush|элементов}} в полигоны * Встраивает большинство {{LCategory|Internal entities|внутренних объектов}} в {{L|Worldspawn|мир}} карт18 KB (1,290 words) - 12:32, 2 July 2025
- ...ace should be drawn in-game (surface flags), and what should be inside the brush (contents flags). They are descended from the [[WAL#Texture flags|method us ...al map compile flags]], but they can also be applied directly into a VMF's brush face, using {{code|"contents" "####"}} for contents flags and {{code|"flags14 KB (2,068 words) - 14:16, 23 November 2025
- ...The vast majority of models in a typical map are <code>prop_static</code> entities. ...c</code> provided it has a [[collision mesh]], and, unlike all other model entities, can be lit per-vertex and cast shadows onto [[lightmap]]s.15 KB (2,346 words) - 10:24, 22 November 2025
- ...ntities are displayed accurately in Hammer, with detail objects inside the entities' volume not being drawn {{Note|{{Mapbase|4.1}}'s {{Vbsp|4.1}} has most of '''Slammin' VBSP''''s improvements, but is12 KB (1,749 words) - 05:08, 30 November 2025
- ...er, being inconsistent across client perspectives, and only colliding with entities that have physics objects on the client (e.g. {{ent|mode=name|worldspawn}}) {{bug|Server side ragdolls don't save blood decals. Fixed in {{mapbase|4}} and {{bms|4}}.|tested={{hl2}},{{p2ce}}}}7 KB (1,072 words) - 13:28, 12 October 2025
- ...entities. It also generates shadows based on transparency for prop_static entities [[Texture Shadows|that have been flagged as casting texture shadows]]. ...pile times down. Static props which are close to bright {{ent|light_spot}} entities will still appear as if they were lit per-vertex, due to the lights creatin26 KB (3,747 words) - 07:44, 30 November 2025
- {{Mapbase topicon}} {{subpage|[[Mapbase/Docs|Docs]]}}65 KB (10,278 words) - 06:20, 4 June 2025