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- ...your spawnroom down, now it's time to add some details. You will be using the entity [[prop_static]] quite a lot (but not too much) during this tutorial. ...e will be a big list shown. The folders that I find spawnroom props are in the folders ''props_spytech'' and ''props_gameplay''. Props that are common are2 KB (343 words) - 05:49, 7 January 2024
- ..., rocks, buolders, etc. It will roll perfectly with no rockiness (that you'd usually get with a prop_physics). It has no use as a standard prop physics, ...s of the model you're using). As most of Dreamball's physics props require the use of [[prop physics override]] to be used (instead of [[prop physics]] yo2 KB (262 words) - 17:48, 17 May 2024
- ...tary_rot_button controlling it. i.e., if the player lets go of the button, the door begins to close. {{KV|Speed|intn=speed|integer|Speed of the button to move from its non-activated to its activated state.}}2 KB (230 words) - 21:11, 17 May 2024
- '''VTFX''' is a file format used by Valve to store textures on the Xbox 360 and PS3. ...e header and content being Big-Endian. The header is always Big-Endian but the contained resources vary between platforms.5 KB (688 words) - 13:12, 18 May 2024
- ...ther things, such as viewmodel optimization (removing extra vertices). See the [[XSI]] viewmodel creation tutorial for that. ...ing when you compile your [[model]], you need to set up your [[camera]] in the correct location.4 KB (654 words) - 16:06, 19 March 2024
- ...sers should be able to follow all steps easily. You'll learn how to set up the right scaling for your prop, how to assign materials in a way that's readab ...cene tab in the Properties menu and choose either the Inches preset or set the length to None.7 KB (1,259 words) - 07:42, 3 November 2024
- First, create a file in the same folder as <code>yourmap.bsp</code> titled <code>yourmap_map_ents.txt</ ...this will spawn a single armor item at the origin of the world. To change the location, you will need [[coordinates]].3 KB (515 words) - 08:51, 31 March 2025
- ...just a Baby, there will be many more changes to come to this page and also the "Changes" section. We need a decent modeler/animator for various things and will be putting the word out soon enough.5 KB (818 words) - 08:27, 15 April 2024
- ...lly Media]. If you'd rather use Perforce, read [[Using Source Control with the Source SDK|this]] instead. ...creates a directory like this in each directory of a working copy (WC) -- the area in which you work on your project.12 KB (2,079 words) - 21:06, 6 February 2011
- ...by crickets, cicadas and birds, as well as hints of decaying metal around the facility. ...|elevator rooms]] surrounded by plants, often with debris floating through the tubes. Some [[Test Door (Portal 2)|test chamber doors]] are broken or malfu10 KB (1,669 words) - 08:40, 12 July 2024
- ...n unaltered form for historical reference. For up-to-date documentation on the MAP file format, use [[MAP (file format)]] instead.}} ...rts - especially texturing. This article aims to rectify that, and provide the full and complete MAP format for all to see.10 KB (1,549 words) - 11:55, 20 September 2023
- ...AD2]] and [[VRAD3]].<br> For the {{src|4}} compiler, see [[VRAD]].<br> For the {{gldsrc|4}} compilers, see [[QRAD]] and [[HLRAD]].}}<br/> ...ing through VIS - "great, this won't take long," you think. Unfortunately, the evil demon of RAD likes to take things slowly. Very slowly. 2 hours later,9 KB (1,489 words) - 06:07, 28 July 2025
- ...pes in your mod. To create the vgui soundscape maker, make sure to look at the link below for more information. * [[Programming/creating_vgui_soundscape_maker|Creating the vgui soundscape maker]]13 KB (2,371 words) - 16:55, 21 June 2025
- ...player survives the longest receives a point, the round is restarted, and the mayhem starts again. ...will fly when they are hit by weapons. In order for players to fly back to the map's platforms, they are equipped with a very useful jet pack with limited5 KB (793 words) - 11:12, 8 January 2024
- ...t about to buy it to verify that a tutorial from 2006 is still accurate to the software 12 years later.)'' 3) The methods mentioned here work in JASC PSP versions 8 and 9, plus the outstanding new version 10 from Corel.7 KB (1,208 words) - 07:28, 15 April 2024
- * Setup the include paths in your settings to include public/ (for the header file) * Copy the code below into main.cpp, and compile.8 KB (1,095 words) - 15:28, 9 August 2023
- ...he program in some way, such as launching the game and start the game with the specified map directly, or play a [[demo]] for example. This page contains command-line parameters for the [[Steam]] application.14 KB (1,851 words) - 18:21, 19 July 2025
- We all like blowing stuff up in HL2, right? :D This tutorial is the result of multiple requests I’ve received. I’ve tried to tie several su6 KB (942 words) - 07:21, 15 April 2024
- This is the {{hammer|1}} FGD from {{gmod|4}} ({{code|garrysmod.fgd}}), as of March 2025 "Apply the toolsinvisibleladder material to a func_ladder brush."11 KB (1,567 words) - 22:35, 10 August 2025
- ...game types. This article attempts to demystify these components, outlining the requirements of each map style. ...llow class-switching without a suicide, and are safe havens protected from the enemy team.7 KB (1,125 words) - 15:40, 19 January 2025