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- {{tabsBar|main=gs2|base=Lightmap}} A '''lightmap''' is a generated [[texture]] applied to [[mesh]] faces to simulate [[lighting]]. The color values in the surface's [[albed934 bytes (131 words) - 04:18, 23 April 2025
- ...used by bots. In {{source|4}}, navigation meshes are used by the following entities: # [[NextBot]] entities in:2 KB (303 words) - 00:14, 8 July 2025
- {{LanguageBar}} {{Source topicon}} {{TabsBar|main=gs2|base=Entity}}4 KB (514 words) - 09:32, 22 April 2025
- {{this is a|model entity|name=prop_sphere|engine=Source}} ...re efficient to use prop_sphere than try to create a spherical [[collision mesh]]!2 KB (222 words) - 02:24, 30 June 2025
- {{this is a|point entity|name=color_correction|engine=Source}} ...на движке Source, если есть хотя бы один энтити {{L|fog_volume}} или меш (mesh) с текстурой fogvolume. Опция "Master" и "Simulate client-s4 KB (180 words) - 10:47, 23 September 2024
- {{Source topicon}} {{TabsBar|main=gs2|base=Entity}}5 KB (219 words) - 04:36, 24 May 2025
- {{tabs|Func button|goldsrc=1|source=1|source2=1|main=source}} {{this is a|mesh entity|name=func_button|engine=Source 2}}4 KB (530 words) - 08:20, 20 May 2025
- Models in Source games - whether props, characters, viewmodels, etc - need at least 3 basic Unfortunately it's not accurate enough to say the MDL is the "mesh", the VTF is the "skin" and the VMT is the "physics". At each stage, your m10 KB (1,548 words) - 01:03, 1 April 2025
- {{TabsBar|main=gs2|base=Valve Hammer Editor}} ...комплект Source SDK, и это инструмент редактирования карт для платформы {{source|4.1}}. На данной странице задокументирован�7 KB (458 words) - 20:44, 7 September 2024
- ...me engine|the documentation on Source 2 and its SDK|[[Source 2/Docs|Source 2 Documentation]]|}}</span> | title = Source 29 KB (1,305 words) - 04:12, 3 July 2025
- ...his tool can generate highly customisable overviews for maps using meshes, entities and/or materials, by assigning them to specific Selection Sets. ...able the ability to play online vs the ability to see RadGen materials and entities inside Hammer.21 KB (3,155 words) - 10:05, 28 December 2024
- {{source topicon}}{{l4d topicon}}{{l4d2 topicon}} ...abalhar nesta pagina após polir e finalizar mais algumas partes da wiki do source para pt-br.5 KB (812 words) - 14:16, 19 February 2025
- Rogue Entertainment (Mission Pack 2)<br> |nextgame = {{Quake2|2}}10 KB (1,379 words) - 22:13, 11 April 2025
- In {{l4ds}}, [[Navigation Meshes|Navigation Mesh]] (or '''nav mesh''' / '''nav''' for short) play very important roles for the infected AI, an In {{l4d2}}, the [[VScript]] method [[Left 4 Dead 2/Script Functions#CNavMesh|NavMesh.UnblockRescueVehicleNav()]] can also be u19 KB (2,947 words) - 13:51, 4 August 2025
- {{source topicon}}{{l4d topicon}}{{l4d2 topicon}} | previousengine = {{tobbranch|2}}</br><small>(2007, 2009/MP)</small>9 KB (1,268 words) - 23:42, 31 August 2025
- {{TabsBar|main=s2|base=Prop_static}} {{toc-right}} {{CD|CStaticProp|base=IClientUnknown|file1=staticpropmgr.cpp}}15 KB (2,325 words) - 08:23, 3 June 2025
- ....fgd]]. Requires {{hammer++|2}} for some features; not tested in {{hammer4|2}}. ...nload)]. Extract the VPK from the 7z, and place it in {{path|Day of Defeat Source/dod/custom/}}.23 KB (3,106 words) - 09:53, 13 May 2025
- ...an edited version of [[VBSP]] that outputs a [[model]] instead of a [[BSP (Source)|BSP]] file. ...ps texture mapping intact and can auto-generate a [[Collision mesh|physics mesh]].22 KB (3,611 words) - 00:14, 30 November 2024
- {{LanguageBar|Working Ladders}}{{source topicon}} {{tabsBar|main=gs2|base=Working ladders}}14 KB (1,921 words) - 21:22, 7 September 2025
- ...command-line interface]] for the advanced configuration of {{gldsrc|1}}, {{source|1}} and {{src2|1}} games, aswell as the {{steamicon|1|nt=0}}. Just about an On Source and Source 2 games, console starts disabled by default. To enable it, load the game and10 KB (1,500 words) - 07:03, 27 August 2025