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  • ...he easiest way to use up AllocBlock is to have a lot of brushes with dense texture scales. * '''''AllocBlock is why {{gldsrc|4.1}} mappers use 1.0 texture scale by default.'''''
    2 KB (229 words) - 19:12, 4 April 2025
  • '''UV Mapping''', or '''Texture Mapping''', is the process of ''aligning'' Polygons to Pixels. * {{wikipedia|UV mapping}} and {{wikipedia|Texture mapping}} for the theory.
    2 KB (335 words) - 09:07, 2 February 2024
  • ...default (skin 0) should be the default texture and skin 1-32 should be the texture you want to replace. If you want to replace more textures than 1 texture you can add this following code:
    25 KB (3,992 words) - 09:51, 12 September 2025
  • :{{note|There is almost no differences if you're using point light with no texture. Things changes if you're using textures.}} ===What is a lightcookie texture ?===
    38 KB (5,943 words) - 15:36, 10 July 2025
  • ...requiring space for 4 additional shadow map slots in the global shadow map atlas, otherwise, shadows from these lights will not render. ...shadow maps from light_environment take up the majority of the shadow map atlas, however, more space will be freed when the sun is occluded in indoor areas
    25 KB (4,111 words) - 07:21, 20 May 2025
  • ...[texture shadows]] based upon the alpha channel(s) from the default skin's texture(s), even though the alternative skins' alpha textures are loaded by VRAD.}} ...|2}} can bake a model's [[$basetexture]] into a non-overlapping non-tiling atlas, mitigating some of these issues at a minor quality loss.
    15 KB (2,325 words) - 08:23, 3 June 2025
  • : The disassembly machine for Atlas. : The droppers that spawn Atlas and P-body. The "_paint" refers to the underground droppers.
    32 KB (4,777 words) - 11:11, 27 July 2024
  • {{portal2}} The '''disc room''' is the final challenge Atlas and P-body must face when completing a course. It is placed in parts beyond Now create a 8x20x1 brush and texture it with <code>tools/toolsinvisible</code>. Place it on top of the disc mode
    15 KB (2,259 words) - 00:09, 7 January 2024
  • ...pper++|2}} puede "hornear" (bake) la {{L|$basetexture}} de un modelo en un atlas no superpuesto y no repetido (non-tiling), mitigando algunos de estos probl ...exturas, esto solo es un problema para los materiales que proyectarían {{L|texture shadows|sombras de textura}}. Las sombras de textura se proyectarán basán
    18 KB (3,015 words) - 11:09, 28 May 2025
  • * {{Propper++|2}} može ispeći {{L|$basetexture}} modela u atlas bez popločavanja koji se ne preklapa, ublažavajući neke od ovih problema ...alfa kanalu tekstura, ovo je problem samo za materijale koji bi bacali {{L|texture shadows|sjene tekstura}}. Sjene tekstura bit će bačene na temelju prvog s
    16 KB (2,496 words) - 05:33, 29 April 2025
  • | 2 || {{SourceBranch|2004}} || LUMP_TEXDATA || Index to texture names | 6 || {{SourceBranch|2004}} || LUMP_TEXINFO || Face texture array
    85 KB (12,816 words) - 13:30, 2 September 2025
  • // A texture allocator used to batch textures together // Allocate, deallocate texture
    154 KB (15,597 words) - 10:02, 21 January 2024
  • input SetTextureIndex(integer) : "Used by HL1Port. Sets the brush texture index. Use a material_modify_control entity instead." input IncrementTextureIndex(void) : "Used by HL1Port. Increments the brush texture index. Use a material_modify_control entity instead."
    375 KB (49,882 words) - 06:47, 11 September 2024
  • "Proj. Texture" ...ndering mode on this entity. See also 'FX Amount' and 'FX Color'.* Color & Texture = src*a+dest*(1-a)* Glow = src*a + dest, fixed on screen for sprites* Solid
    758 KB (102,099 words) - 10:21, 5 April 2024
  • ..._minimap_create_output_size || 512 || client, cheat || || Size of minimap texture generated with dota_minimap_create (512 default) ...| devonly, cheat, menubar_item || || SceneSystem/LightBinner/Debug Shadow Atlas
    587 KB (81,109 words) - 16:34, 11 August 2024