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  • * [[StudioMDL (GoldSrc)|The various model compilers used by GoldSrc]] * [[StudioMDL (Source)|The model compiler used by Source 1]]
    275 bytes (35 words) - 13:34, 23 March 2025
  • **[[ZHLT]], [[VHLT]] - alternative GoldSrc compilers commonly used in the modern era. *In [[Source]] level design:
    1 KB (209 words) - 13:15, 21 July 2024
  • ...supports objects being part of multiple visgroups, and can store {{quake3|2}} patch meshes. Additionally, it can store [[path entity|paths]] in a sligh * [[MAP (file format)|MAP]], used by the map compilers
    1 KB (154 words) - 10:47, 10 February 2025
  • {{Tabs|VRAD|source=1|source2=1|main=source}} ...is the {{source2|4}} counterpart of {{source|4|nt=3}}'s [[VRAD]], and like Source 1, VRAD3's static and pre-compiled light is bounced around the world with a
    2 KB (325 words) - 06:24, 28 July 2025
  • ...tool to convert [[MAP]], [[RMF]], [[JMF]], and [[OBJ]] files to {{goldsrc|2}} [[SMD]] format, along with generating a [[QC]]. This allows for the comp ...hould not appear in the compiled model should be textured with NULL; {{nrc|2}}'s autocaulk feature can help streamline this.}}
    1 KB (144 words) - 19:57, 18 September 2024
  • |engine=2 '''Convexer''' is a mapping tool for {{source|4}} in the form of a blender addon. It has a free Linux/GNU Version and a p
    987 bytes (137 words) - 05:43, 12 July 2024
  • {{Source topicon}} "Half-Life 2\bin\vvis.exe" -tmpout sdk_trainstation_01
    4 KB (243 words) - 12:07, 12 July 2024
  • [[File:Htctdemo 0.2.1-BETA.png | thumb | 450px | HTCT performing a sequential compile on a grou '''Hazard Team Compile Tool (HTCT)''' is a [[Source]] map [[compiling | compile]] tool written by [[User:darthkillyou | dky.teh
    2 KB (310 words) - 11:13, 23 September 2023
  • {{LanguageBar}} {{Source topicon}} ...perspective of map editors and are based on [[FGD]] definitions or how map compilers deal with them {{confirm}}}}
    4 KB (615 words) - 05:09, 24 April 2025
  • ...lity, Valve has also used it in Source games (such as {{hl2|2}} and {{csgo|2}}) as a simple non-solid brush. {{ent|func_brush}} with its <tt>Solidity</t ...it to the compiler yourself can be found [https://github.com/ValveSoftware/source-sdk-2013/pull/1323 on GitHub].}}
    1 KB (227 words) - 12:37, 2 September 2025
  • {{LanguageBar}} {{Source topicon}} {{cleanup|Keep only source 2 info}}
    4 KB (514 words) - 09:32, 22 April 2025
  • |engine=2 {{Compilepal|4}} is an open source {{src|4}} map [[compiling]] tool by ruarai.
    2 KB (349 words) - 15:06, 20 May 2024
  • This page will be a tutorial for building of the Source SDK 2013 without Microsoft Visual Studio. ...hat all of the fixes specified in [[Source SDK 2013]] were applied to your source code.}}
    2 KB (285 words) - 23:32, 16 July 2025
  • Rogue Entertainment (Mission Pack 2)<br> |nextgame = {{Quake2|2}}
    10 KB (1,379 words) - 22:13, 11 April 2025
  • You have several choices for compiling unedited variants of the Source SDK depending on which version you are using. {{for|about=the IDE recommended for use with the Source engine's C++ code|the rich text editor commonly used with scripts|[[Visual
    4 KB (578 words) - 22:59, 22 March 2025
  • ...e="border-style: solid; border-width:1px; background-color: #555" colspan="2" |'''''Custom Compiler GUI''''' !style="border-style: solid; border-width: 1px; font-size:24px" colspan="2"|[http://onlynoob.webs.com/Downloads/CustomCompilerGUI.zip Download]
    9 KB (1,307 words) - 07:16, 5 January 2024
  • ...|Valve}}. {{gldsrc|3.1}} is based off of Quake code, with its successors {{source|3.1}} and {{source2|3.1}} both retaining some residual Quake code. The {{quakeengine|4}} introduced many of the concepts still used in Source today, such as the modern variant of the {{L|BSP}}, the use of a {{L|PVS}}
    9 KB (1,356 words) - 07:20, 20 May 2025
  • ...implementations can be found in compilers for {{goldsrc|2}} and {{idtech2|2}}: Since Source has an additional "worldlights" BSP lump, it may be necessary to add a worl
    4 KB (571 words) - 08:44, 20 May 2025
  • ...ny undefined flags are unused by the engine and can be used by custom VRAD compilers to define additional light baking parameters (in conjunction with a modifie | align=right rowspan=2 | 0x04
    4 KB (555 words) - 15:51, 4 March 2025
  • * The code runs about 2% faster over all. [[Category:Third Party Source Tools]]
    2 KB (267 words) - 12:28, 4 December 2023
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