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  • '''BSP38''' is the map format used by {{quake2|4.1}}. {{Valve|4.1}} heavily modified the format to create [[BSP (Source)|Source 1's BSP format]].
    473 bytes (61 words) - 17:19, 1 March 2025
  • ...} version of the [[gameinfo.txt]] configuration file used in {{Source|4|nt=1}} games. ...{Code|preset=1|.txt}} files from being stored on game DVDs. On {{Xbox360|3.1}}, {{path|gameinfo.xtx|icon=custom|customico=Icon-edit-filled.png}} serves
    2 KB (253 words) - 17:10, 17 October 2025
  • ...e SDK]] tools that have been updated to work with the CS:GO version of the Source Engine. ...r to Oct 2023), {{cs2|1|nt=CS2}} or Steam, or by having bought {{csgo|1|nt=1}} before it became free to play (Dec 6, 2018). Players who have been awarde
    3 KB (443 words) - 16:17, 19 June 2025
  • ...nd on the [https://wiki.stratasource.org/lighting/clustered/what_is Strata Source Wiki]. === Source ===
    994 bytes (127 words) - 14:17, 27 August 2025
  • {{L|Source Engine}} 的 {{L|Shader}} 使用 C 语言风格的 {{L|HLSL}} ('''H'''igh ' '''Direct3D 9''' 着色器可以使用以下几种着色模型标准: Shader Model 1, 2 和 3. 需要注意的是,不同厂商的显卡对不同的着色器�
    945 bytes (66 words) - 07:02, 12 July 2024
  • '''Miptex''' is an 8-bit texture format used by {{quake|4.1}} and {{gldsrc|4.1}}. They can be stored individually with a {{code|.mip}} file, but most tool == Technical ==
    2 KB (349 words) - 11:29, 28 July 2024
  • ...时,也会降低性能表现。另外, {{code|env_projectedtexture}} 也被{{src|1}} 本身的默认配置所限制,也就是只有 1 个{{code|env_projectedtexture}}实体时才能正常工作,除非对引� *支持近乎无限个动态光源 (而 [[Source]] 默认只支持 1 个 {{ent|env_projectedtexture}})。
    7 KB (354 words) - 18:40, 14 June 2025
  • === Technical Details === ...hts''': Output texture levels weighted as (0.3, 0.59, 0.11) for texture 0, 1, and 2 respectively
    3 KB (347 words) - 11:38, 15 October 2025
  • ...mpile {{hl|1}} and other GoldSrc mods for {{win|1}}, {{mac|1}} and {{linux|1}} as a result of the [[SteamPipe]] updates. </p> .... Textures are instead called directly. Materials.txt is the equivalent of Source's $SurfaceProp.-->
    5 KB (654 words) - 11:12, 6 September 2025
  • {{Source topicon}} {{LanguageBar|title = Source SDK Documentation}}
    6 KB (858 words) - 11:03, 21 October 2025
  • {{Source topicon}} '''SourceTV''' 提供的一种能力,可以让无限多的观众观看基于 Source 引擎的在线游戏。SourceTV 的观众对于游戏中的玩家是不可
    12 KB (436 words) - 10:56, 12 July 2024
  • {{L|Source Engine}} использует C-style {{L|HLSL}} ('''H'''igh '''L'''evel '' ...9''' шейдеры могут быть спроектированы на всем перечисленном: Shader model 1, 2 и 3. Следует отметить, что существуют ве�
    1 KB (65 words) - 07:02, 12 July 2024
  • {{Source topicon}} {{LanguageBar|title = Source SDK 文档}}
    6 KB (563 words) - 06:57, 3 October 2025
  • {{LanguageBar|title: = Source SDK Dokumentaatio}} {{Source topicon}}
    5 KB (654 words) - 13:11, 11 April 2025
  • {{Source topicon}} {{Subpage| [[Source]] }}
    5 KB (698 words) - 13:12, 11 April 2025
  • ...://www.game-edit.org/tutorials/general/compile_theory/compile_theory.shtml Source]).''' The process of creating a playable Source map starts with an editor .[[vmf]] file. This file contains all the polygon
    5 KB (837 words) - 23:34, 4 August 2025
  • ...de {{gldsrc|3.1}} para '''{{win|3.1}}''', '''{{mac|3.1}}''' y '''{{linux|3.1}}''' como resultado de las actualizaciones de {{L|SteamPipe}}. .... Textures are instead called directly. Materials.txt is the equivalent of Source's $SurfaceProp.-->
    4 KB (637 words) - 17:24, 12 July 2024
  • Phong着色还可以包括Fresnel项,从而在强光下显著增强轮廓光,而不是普通的高光反射。在非常亮的光源下,光泽的轮廓高光通常会因为Source引擎的正常[[HDR]]后期处理而显得格外突出。 ''以下简短介绍并非使用Source Phong着色器的必备知识,但可以为某些读者提供技术见解�
    11 KB (444 words) - 07:29, 26 December 2024
  • ...{gldsrc|3.1}}的模组,这些模组适用于 '''{{win|3.1}}''','''{{mac|3.1}}'''和 '''{{linux|3.1}}''',这是{{L|SteamPipe}}更新的结果。 .... Textures are instead called directly. Materials.txt is the equivalent of Source's $SurfaceProp.-->
    4 KB (448 words) - 17:24, 12 July 2024
  • {{LanguageBar|title = Index dokumentácií Source SDK}} {{Source topicon}}{{semi-protection}}
    5 KB (715 words) - 06:38, 10 August 2024
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