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- ...available on the initial engine update for [[DOD:S]], you should register the following console variables. ;cl_crosshair_red:Red [[byte]]532 bytes (75 words) - 04:07, 12 July 2024
- ...world, so you must place these brushes around in the places where you want the camera to collide. [[File:Db cam collision tutorial.jpg|thumb|right|250px|Example usage of the camera collision]]3 KB (504 words) - 00:19, 7 January 2024
- ...eason5_image3.gif|thumb|caption|right|300px|A poster for the 5th season of Red vs Blue, a popular machinima.]] ...series created in Halo 2 (originally in Halo 1), and distributed freely on the internet.4 KB (625 words) - 11:06, 8 January 2024
- ...t predicting the effects of the local player's actions without waiting for the server to confirm them. An entity's predicted state is tested against serve ...ceable hitch in the player's position and state, and possibly the state of the world too.9 KB (1,420 words) - 09:02, 12 July 2024
- ...and the blue one (the [[angle]]'s ''roll'' value to be precise) determines the portal's top and bottom. If placed like this, it does what you expect.]] ...helper_02.jpg|thumb|Note that the blue arrows of the default arrow prop in the editor have two different tips, one of which is only visible from one side.3 KB (554 words) - 23:06, 20 April 2025
- ...E". This allowed the flow to compute for the director to properly spawn in the Infected. There are other types of flows that Left 4 Dead uses. Every campa A '''Checkpoint''' room is the "safe room" that the Survivors enter to transition from one level to another.8 KB (1,319 words) - 03:50, 22 August 2024
- The Source engine supports [[water]] with the [[func_water_analog]] entity which can move in a similar way to a [[func_mo ...t be used; the way it is implemented requires visleaves to be split across the water surface, and visleaves are fundamentally completely static. However,6 KB (901 words) - 14:30, 15 August 2025
- ...E". This allowed the flow to compute for the director to properly spawn in the Infected. There are other types of flows that Left 4 Dead uses. Every campa A '''Checkpoint''' room is the "safe room" that the Survivors enter to transition from one level to another.9 KB (1,495 words) - 09:09, 12 September 2024
- ...[[Water (shader)]] and [[Liquid materials]].<br>The latter should document the shader-agnostic parameters for %CompileWater and %CompileSlime materials}} ...le:Ep2 jalopy.jpg|thumb|200px|Water [[#Reflection|reflecting]] entities in real-time in [[Episode Two]].]]19 KB (2,918 words) - 10:28, 27 August 2025
- ...entcommand]] and [[host_timescale]] can be combined to alter time in game. The default is <code>host_timescale 1.0</code>. Less than 1.0 and above 0 will [[logic_timescale]] Portal 2 does the same as <code>host_timescale</code> but without ''sv_cheats 1''.5 KB (909 words) - 08:50, 9 March 2025
- ...tive, fogged, refractive, and bump mapped, and can also flow, depending on the engine branch. With this complexity come rules and restrictions on how it i ...bump mapped texture on the surface. While the results are photo-realistic, the cost can sometimes be too prohibitive for complex scenes.6 KB (1,048 words) - 04:01, 12 July 2024
- ...are deemed to be important when it comes to medium to large sized mods as the mod would be distributed to a much wider audience than what a single map wo ...rding masses amounts of sounds can be time consuming when in production of the level.7 KB (1,055 words) - 10:42, 15 June 2025
- ...file reference, which is discouraged) will also cause a close caption with the same token name to be issued. ...ng a .vcd with Speak events will then preview the close captioning data in the Close Caption area.14 KB (2,393 words) - 00:08, 7 January 2024
- ...rks on an inside/outside algorithm and tries to figure out what's "inside" the map when doing visibility calculations. Effectively anything inside will re ...re map you can do that by setting the "Precomputed Visibility" property in the "Map Properties" dialog to "Disabled".}}11 KB (1,809 words) - 22:23, 8 February 2025
- ...It is similar to <code>[[Water (shader)|Water]]</code>, but does not have real-time reflections and so is not restricted to flat surfaces. Can be used to ...l coordinates with new ones from the pre-rendered view by projecting along the normals.7 KB (983 words) - 11:41, 23 August 2025
- ...r correction profiles in 'lookup tables', which are 96Kb binary files with the extension <code>.raw</code>. A set of in-game tools are used to create them ...e additional filters on top of it, but direct editing is not possible once the main window closes.}}8 KB (1,072 words) - 07:15, 20 May 2025
- ...olor:white; font-weight:bold"> {{For|about=the [[Portal 2]] puzzle element|the base VGUI element|[[panel]]|}} </span> [[File:Portal2_panels.jpg|thumb|right|300px|"The planks of tomorrow!" <br>- '''Cave Johnson''']]8 KB (1,223 words) - 22:27, 18 July 2025
- ...s and tips relating to multi-player mapping, in no particular order. It is the counter part of a well-written article about [[Single-Player Mapping Tips|s * Don't build your map inside a big box. The area around whatever you put in your giant box will become lifeless and bor8 KB (1,363 words) - 12:51, 16 April 2024
- ...our textures in {{src|2}}. It's assumed that you have read the tutorial on the basics of XSI: [[XSI Beginner Tutorial]]. ...file and also how to compile it for Source using [[Vtex (Source 1)|VTEX]]. The proper steps to texturing your model are as follows:12 KB (2,190 words) - 13:32, 17 June 2024
- ...sh-able docks you see in HL2 and just a little bit of water will help with the effect. Those are a lot of fun in HL2 so I can see why there’s been a dem ...so they can be destroyed but I’ll have at least one of them fall over when the structure comes tumbling down. Seems like that will be a much nicer effect8 KB (1,403 words) - 07:27, 15 April 2024