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- For reasons of memory allocation, there is a limit to the number of [[entity|entities]] {{gldsrc|4}}/{{source|4}}/{{source2|4}} can manage at once. ...s) of a map's entity data should also be considered, even if the number of entities is within safe limits. Large amounts of [[Source BSP File Format#Entity|ent5 KB (841 words) - 02:31, 27 April 2025
- ...' implements various [[flag]]s that affect the precise nature of an entity's solidity. It is used in conjunction with <code>[[SetSolid()]]</code>. ...without colliding with other objects. This is the behaviour of [[trigger]]s.}}2 KB (305 words) - 10:06, 6 January 2023
- ...s) of a map's entity data should also be considered, even if the number of entities is within safe limits. Multaj kvantitoj da [[Source BSP File Format#Entity| ...ault edict limit is 900, but this can be raised to 2048 by editing the mod's {{L|liblist.gam}} to include {{code|edicts "2048"}}.<br>This can safely be4 KB (675 words) - 06:24, 12 July 2024
- ...Undo Levels setting in [[:Category:Hammer_Options_Dialog|Options]] dialog box. ==Find Entities... <Ctrl+Shift+F>==3 KB (521 words) - 07:21, 12 July 2024
- ...ies on the server are [[edict]]s, and are networked to clients. Intangible entities can be made clientside-only using {{cmd|MAKE_STATIC}}, but they will be rem ...ies is shared between entities and non-entities, this is why non-networked entities have a higher limit.8 KB (553 words) - 09:52, 12 June 2025
- A [[FGD]] file tells {{hammer|4.1}} what entities exist in the engine, and what keyvalues, inputs, outputs, and flags they ha ==Entities==10 KB (1,683 words) - 23:18, 26 June 2025
- ...g box. Information about individual entities can be found in the [[list of entities]]. ...uts and Flags that are available in this dialog depend on the [[FGD]] file(s) that Hammer has loaded. Editing these ''is'' possible and requires not mor6 KB (1,035 words) - 13:35, 13 May 2025
- ...non-threaded mode by default. Threaded mode was introduced with the Orange Box version of the Source engine, and does not exist in Episode 1 or previous v This section reads network packets and updates the entities on the client.9 KB (1,324 words) - 17:54, 18 July 2025
- * Find your addon's content folder from Destinations. It should be in: '''\Steam\steamapps\comm * Find your addon's source content folder for SteamVR. It should be in: '''\Steam\steamapps\com4 KB (663 words) - 10:13, 21 January 2024
- ...from the most basic things like floor buttons, to more complex setups like box spawners, and even non-gameplay elements such as observation rooms. ...single brush, to an entire puzzle or gameplay element complete with logic entities and Input/Output triggers.8 KB (1,401 words) - 06:25, 17 October 2024
- ...ed when the {{Ent|buildcubemaps}} console command is executed. [[Material]]s with {{Ent|$envmap}} will use the nearest cubemap as their reflection. ...htmapped props|lightmapped]] static props, this will also affect the model's lighting!}}9 KB (1,349 words) - 21:07, 19 June 2025
- ...this menu is to control what does and doesn't appear in the Hammer Editor's 3D and 2D views. For more ways to customize the appearance of Hammer, refer ...the close button), it can only be brought back by directly editing Hammer's settings in the Windows registry.}}6 KB (1,020 words) - 07:05, 20 May 2025
- ...published by Electronic Arts. While the home console versions use Eurocom's in-house engine (a precursor to EngineX), the PC version of the game, devel * Support [[anti-aliasing]] out of the box up to 8x MSAA, compared to normal {{gldsrc|4}} (prior to 2013), didn't have2 KB (307 words) - 02:30, 11 May 2025
- ...Brushes with the "Clip" texture on them are meant to block everyone. There's a brush entity called "<code>func_playerinfected_clip</code>" that you will Click on the '''Browse''' button in the '''Face Edit Sheet''' dialog box.9 KB (1,527 words) - 03:50, 22 August 2024
- ...logous the real skeletons inside of humans and animals, providing [[model]]s with a framework for posing, animation, and physics interactions. ...skeleton is known as [[enveloping|skinning]], which controls how the model's [[mesh|visible surfaces]] deform when its bones are moved.15 KB (2,224 words) - 11:40, 28 April 2025
- {{this is a|brush entity|name=func_water_analog}} It's a version of {{ent|func_movelinear}} slightly specialized for use as water. ...be found in '''Interloper''' chapter. Separate water into several separate entities to avoid this bug.2 KB (348 words) - 15:23, 24 May 2025
- {{this is a|model entity|name=item_ammo_box|game=Black Mesa}} It's a canister that dropped by a {{ent|player}} when killed in multiplayer. It * Respawn in multiplayer mode (''item_weapon_'' entities creating [[Env xen portal effect|xen portal effects]] as well).4 KB (608 words) - 08:44, 21 July 2025
- ...or_panel|game=Portal 2}} This is the entity used for the blue/orange check-box panels that appear at the end of some modern antlines. It can be set to sho ...pensate for this. [https://github.com/TeamSpen210/HammerAddons TeamSpen210's Hammer Addons] include a custom model for this entity, showing the actual i2 KB (363 words) - 15:06, 1 September 2025
- ...new configuration first click the ''Edit'' button, this will open a dialog box with the options to ''Add'', ''Remove'', or ''Copy'' a Game Configuration, ...can use multiple FGD files in a single configuration, just know that many entities(primarily NPCs) won't appear in a game other than the one they're from, so13 KB (2,259 words) - 05:26, 6 January 2024
- ...an also help you determine if these entities are set up properly if ladder entities are colliding with solid world geometry or the prop model of the ladder its ...off or press your use key. If the ladder has <tt>info_ladder_dismount</tt>s, you can also simply walk off from its endpoints, and pressing your use key14 KB (1,918 words) - 06:55, 11 September 2025