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  • #REDIRECT [[Counter-Strike: Global Offensive/Bot Behavior Trees]]
    65 bytes (7 words) - 14:48, 21 January 2024
  • #REDIRECT [[Counter-Strike: Global Offensive/Bot Behavior Trees]]
    65 bytes (7 words) - 01:15, 3 July 2023
  • ...d drag-and-drop prefabs. The Tile Editor is used to create terrain, water, trees, plants, and most of the aesthetic details, while prefabs are used for game == Trees ==
    1 KB (150 words) - 22:40, 21 January 2024
  • == Trees ==
    2 KB (293 words) - 08:03, 29 May 2025
  • ...e will often have them snap to the same location, resulting in a number of trees overlapping in the exact same location. This is bad. A good way to avoid th {{note|The Tile Editor takes this into account and will not allow any painted trees to overlap.}}
    2 KB (406 words) - 02:19, 8 May 2022
  • ''Destroy all trees in the area(vPosition, flRadius, bFullCollision''
    689 bytes (82 words) - 10:00, 21 January 2024
  • ...r, place game objects, connect your different elevations with ramps, paint trees onto terrain, define dirt/road paths, and paint/cycle through relevant aest == Ramps, Water, and Trees ==
    4 KB (729 words) - 22:40, 21 January 2024
  • ''Trees - tileset(树木-地形组件)'' 包含了树木的特殊地形,这� 在上面的图片中, ''Trees - Tileset'' 有定义 ''类型(type)'' 和 ''大小(size)'' 属性(左侧
    15 KB (649 words) - 20:08, 10 July 2024
  • ...} - for [[Counter-Strike: Global Offensive/Bot Behavior Trees|Bot Behavior Trees]], [[prop_ammo_box_generic]]
    2 KB (301 words) - 08:39, 29 March 2025
  • ...r, place game objects, connect your different elevations with ramps, paint trees onto terrain, define paths, and paint/cycle through relevant aesthetic deta == Ramps, Water, and Trees ==
    6 KB (987 words) - 22:49, 8 February 2025
  • ...looking for trees, browsing to the /models/props_tree directory to see any trees.
    2 KB (400 words) - 04:40, 12 July 2024
  • ...sgo}} {{L|Counter-Strike: Global Offensive/Bot Behavior Trees|Bot Behavior Trees}}
    3 KB (372 words) - 05:13, 12 July 2024
  • ...without affecting the environment around the model. Great for lighting up trees with many lights or doing manual light correction. It is used in {{ent|d1_t
    1 KB (223 words) - 12:31, 21 August 2025
  • The forest is set in a cold Eastern European enviroment, pine trees, rocks, abandoned mine, and a collapsed bridge. ...n area for the player to walk and is surrounded by high cliffs, rocks, and trees. There is also some small buildings that the player can go in.
    3 KB (550 words) - 04:49, 26 March 2024
  • *Setting: Large &/Or Small trees (Depending on the look you want), Light Effects pouring through various lea *Details: Birds, Greenery & Trees.
    4 KB (575 words) - 21:57, 27 June 2025
  • ...les are defined by which folder they are organized under (Ground, details, trees, etc.). ...d to categorize tiles that are referenced by other tile types (eg. Ground, Trees, etc.) Detail tile proxies are generally clumps of environmental props th
    15 KB (2,381 words) - 11:54, 13 February 2023
  • ...nd in the '''props_forest''' and '''prop_foliage''' folders including pine trees, logs, saw blades, barrels, planks etc.
    2 KB (353 words) - 13:56, 1 February 2023
  • *Fallen trees
    1 KB (263 words) - 23:24, 14 August 2023
  • === Water and trees === ...h will remove trees automatically as this is generally the desired result. Trees may be placed in water after it is created by the water brush.
    35 KB (6,029 words) - 05:47, 9 February 2025
  • : A skeletons are organised into trees, branching out from a root. Webs/meshes of bones are not possible.
    2 KB (281 words) - 04:13, 23 June 2024
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