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  • *Displacement brush dial now has greater range # all generic vertex and pixel shaders
    28 KB (4,341 words) - 23:12, 15 December 2013
  • ...er, filtrer et utiliser les textures que vous souhaitez appliquer à vos [[Brush|blocs]]. On parle de textures, mais il serait plus approprié de parler de ...lon la valeur entrée dans les champ X et Y. Une valeur de "1" applique un pixel de la texture sur une [[unit|unité]]. Dans notre exemple, nos murs font 10
    11 KB (1,785 words) - 19:11, 5 April 2016
  • ...ct textures (or more accurately [[materials]]) that you want to apply to [[brush]]es in your map. The active texture is displayed in a box on the right side With a texture selected, it now has to be a applied to a brush.
    5 KB (849 words) - 21:53, 27 May 2012
  • : Creates [[infodecal]] entities, which decal [[brush]]es and [[displacement]]s. : Same as a brush face's texture scale value: the number of [[unit]]s that each [[texel]] cov
    7 KB (1,134 words) - 01:58, 4 June 2019
  • ===Brush Construction=== ***Create a big skip brush that encases your selection and has its origin at your pivot position of ch
    63 KB (10,486 words) - 13:20, 8 March 2018
  • ...s : 0 : , "a", "cl" : How much software AA should blur one-pixel thick lines: (0.0 - none), (1.0 - lots) ...xelshaders : cmd : : Print all vertex and pixel shaders currently loaded to the console
    383 KB (36,637 words) - 16:44, 9 June 2019
  • ...ying textures. The default of .25 is the Source Engine default scale for 1 pixel = 1 unit = 1 inch. Sets the defaults lightmap scale for when creating a new brush. Lightmap scale is measured in units per luxel.
    4 KB (652 words) - 08:41, 25 August 2011
  • ...ts behind them, making it look three-dimensional. The height data for each pixel comes from a [[$parallaxmap]] texture, which needs to be created for each p ...cclusion Shader mod] by the same author but that only works with models. A brush version is in the works. In the meantime, Parallax Occlusion Shader still w
    3 KB (484 words) - 23:59, 29 November 2018
  • For glowing textures on '''models or brush faces''': For glowing textures on '''brush faces''' only:
    9 KB (1,357 words) - 16:38, 26 June 2019
  • ...sway in the breeze (which soon becomes costly), and/or to bend as players brush past. Cannot cross the surface of [[water]]. * Leave at least a one-pixel gap between subregions, or you may find parts of one sprite bleeding over i
    12 KB (1,747 words) - 20:52, 19 February 2019
  • mapbrush_t *brush = &mapbrushes[mapent->firstbrush]; while (i < brush->numsides)
    26 KB (3,526 words) - 05:12, 25 November 2018
  • ...pplied [[Wikipedia:Additive color|additively]] to [[LightmappedGeneric]] [[brush]] faces to simulate lighting. The color values in the surface's [[albedo]] ...he resolution of its lightmap. The default scale of 16 makes each lightmap pixel ("luxel") 16 [[unit]]s across, while a lightmap scale of 1 makes one luxel
    5 KB (717 words) - 13:02, 6 January 2019
  • ...gher resolution than the card is capable of, or more commonly when a given pixel is being processed and re-processed many times. ...n a [[displacement]] sand drift. By raising the model or cutting the water brush so that it doesn't extend beneath the displacement, a whole rendering pass
    8 KB (1,277 words) - 05:01, 2 May 2019
  • :A color for the group, can be applied to brush outlines in Hammer. In a [[VMF documentation|VMF]] file, the world Class contains all the world brush information for Hammer. World brushes are the brushes without any entity in
    38 KB (6,029 words) - 23:21, 24 October 2018
  • If ''any'' material on a [[brush]] has <code>$alpha</code>, the brush will stop affecting [[VIS]] and become entirely transparent to NPCs from ev *<code>[[$translucent]]</code>, for per-pixel opacity.
    504 bytes (73 words) - 08:39, 23 February 2012
  • ...que due to the fact that they cast real dynamic shadows from any geometry (brush or model) onto both brushes and models (even themselves) unlike RenderToTex This forces a particular brush face to not receive any of the dynamic shadows created by physics entities
    15 KB (2,474 words) - 16:48, 14 January 2019
  • ...s : 0 : , "cl" : How much software AA should blur one-pixel thick lines: (0.0 - none), (1.0 - lots) ...xelshaders : cmd : : Print all vertex and pixel shaders currently loaded to the console
    358 KB (32,066 words) - 17:43, 26 August 2018
  • ...more than one bone.<!--weightmapping to one bone is like UVmapping to one pixel!--> ...defined as a system of Vertices in 3D space. {{TODO|differences between ''Brush'', ''Model'' and ''Sprite''.}}
    13 KB (1,885 words) - 07:55, 18 August 2018
  • ...g surface, and then using the normal map to distort the image by replacing pixel coordinates with new ones from the pre-rendered view by projecting along th {{note|Will not work when applied to [[world brush]]es in older engines.}}
    4 KB (650 words) - 21:10, 29 April 2019
  • ...player and other items during the game; the location and properties of all brush-based, model (prop) based, and non-visible (logical) entities in the map; a | 14 || {{SourceBranch|2004}} || LUMP_MODELS || Brush models (geometry of brush entities)
    75 KB (11,600 words) - 02:18, 16 March 2019

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