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  • ...ver attached to an entity, meaning you cannot set displacements as [[brush entities]], such as [[func_breakable]], [[func_detail]], and [[func_brush]]. Doing s * A single level is limited to a total of 2048 displacements in Source 2013 games. In {{insurgency}} this limit is at 4096. In {{csgo}} this limit
    16 KB (2,475 words) - 20:39, 17 May 2020
  • ...ant to start from an existing level and simply remove or hide geometry and entities that are not needed for the background map. All unnecessary elements should * Add an [[info_player_logo]] ([[Counter-Strike: Source]]) or [[info_player_start]] (singleplayer games) or [[info_player_teamspawn
    10 KB (1,648 words) - 07:15, 23 December 2016
  • Models in Source games - whether props, characters, viewmodels, etc - need at least 3 basic # The first stage is creating a base texture and mapping it to your mesh, resulting in a pair of 'temporary' fil
    9 KB (1,502 words) - 02:12, 20 July 2020
  • ...for example stores a value that can be added to or subtracted from; other entities in the map can modify the data with inputs or receive information from it w == Create the source file ==
    22 KB (3,752 words) - 08:42, 15 March 2019
  • ...is <code>DEFINE_THINKFUNC</code>. [[Think]] functions are special cases in Source, and we need to identify them. ...model we will be using, then call the underlying precache function of our base class (which in <code>CBaseAnimating</code>'s case serves to load the parti
    15 KB (2,184 words) - 00:41, 17 March 2019
  • |zh-tw=List of TF2 console commands and variables:zh-tw ...will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid.
    383 KB (36,678 words) - 22:37, 24 June 2020
  • {{base point|prop_static|internal=yes}} It is used to [[cheap]]ly add a [[model]] ...objects assuming it has a [[collision mesh]], and, unlike all other model entities, can be lit per-vertex and cast shadows onto [[lightmap]]s.
    5 KB (863 words) - 06:53, 18 February 2020
  • ...in-game. If no destination argument is given, the script will rewrite the source BSP file. Though this script is not tested beyond looking at the final BSP' print "Usage: czds_ents.pl <source.bsp> [destination.bsp]";
    93 KB (10,042 words) - 14:42, 18 July 2019
  • C'est la source d'émission lumineuse la plus basique. ...color800.png|thumb|right|400px|Déterminer la puissance lumineuse de votre source de lumière en modifiant ce chiffre, plus il est élevé, plus la lumière
    4 KB (710 words) - 11:50, 21 June 2013
  • ...面选择 ''add...'', 在 ''My output'' 选择 '''OnMapSpawn''', ''Targets entities named''处指向 '''point_viewcontrol''' 实体, ''Via this input'' 选择 <code>\sourcesdk_content\hl2\materialsrc\console</code> (for the source .TGAs)
    10 KB (437 words) - 07:29, 7 July 2015
  • |<code>Entities</code> |Provides access to currently spawned entities.
    72 KB (9,783 words) - 08:21, 18 June 2020
  • ...als), this time linking the C++ class <code>CMyLogicalEntity</code> to the Source engine [[classname]] my_logical_entity. Classnames are used by the [[I/O]]
    21 KB (1,939 words) - 08:29, 4 May 2020
  • === Base Properties === :In its base state, a particle system has no components and just a few basic properties.
    6 KB (908 words) - 01:14, 16 May 2020
  • ''The base class for stuff'' | Get Base? velocity.
    410 KB (48,260 words) - 17:53, 22 June 2020
  • |zh-tw=Env_cubemap:zh-tw ...p]] ist ein [[Internal_entity]] [[point entity]] und verfügbar in allen [[Source]] Spielen. Es gibt einen Ort an, für den eine [[cubemap]] erzeugt wird, so
    1 KB (210 words) - 10:14, 22 June 2019
  • |zh-tw=List_of_entities:zh-tw * [[List of base entities:ru|Список базовых сущностей]]
    16 KB (2,049 words) - 21:03, 2 October 2018
  • |zh-tw=List of TF2 console commands and variables:zh-tw *Algunos comandos son "heredados" del motor Source, pero no tienen función.
    382 KB (36,635 words) - 19:20, 12 May 2019
  • ...), Angoli, Cilindri, e Punti possono sembrare pochi, ma sono gli strumenti base per tutte le creazioni fatte in [[Hammer]]. Tu puoi clippare, manipolare/mo Ci sono due tipi di entità: [[Point entities|entità di "punto"]] e [[Brush entities|entità di "blocco"]]
    3 KB (525 words) - 10:16, 8 May 2019
  • ...里最大的改变就是<code>DEFINE_THINKFUNC</code>。[[Think]]函数是Source引擎里的特殊情况,所以我们需要区分它们。 ...身的形状来测试碰撞所付出的性能代价太大太大了,所以Source引擎提供了一些折中方案:
    15 KB (1,524 words) - 09:06, 17 December 2019
  • en=Networking Entities}} ...世界里游玩。为了同步玩家输入与玩家周遭世界的变化,Source引擎使用通过[[wikipedia:User Datagram Protocol|UDP/IP]]网络包来交
    25 KB (2,893 words) - 04:01, 23 December 2019