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- A list of foliage and vegetation related assets === World models ===2 KB (293 words) - 08:03, 29 May 2025
- ...e=prop_static|internal=yes|engine=Source 2}} It is used to place arbitrary models on to a map. ...creating extra draw calls. To merge lightprobed meshes, enable the Bake to World parameter.}}3 KB (507 words) - 08:51, 28 April 2025
- ...e bottom brush is entirely textured with the nodraw texture. Thus a normal world brush textured with nodraw is sealing the map under the displacements. ...d to show how simple things like weeds can be added. There are lots of SDK models you can use in your maps.6 KB (946 words) - 06:15, 12 July 2024
- | {{warning|Will still cause decals if used on world brushes. At least in {{l4d2}}}} | Will cause material glitches if used in models27 KB (3,961 words) - 21:05, 6 August 2025
- ...as a regular entity after the map has been compiled. The vast majority of models in a typical map are <code>prop_static</code> entities. :* 6 - Use [[VPhysics]] (default) {{note|Using VPhysics collision on models without a [[collision mesh]] will cause the engine to throw a warning upon15 KB (2,325 words) - 08:23, 3 June 2025
- ...normals of vertex data to calculate lighting. This is extremely useful for foliage and other thin types of vertex meshes. ...13mp}} {{tf2branch}} {{gmod}} }} - Allows the props to use lightmaps (like world brushes) if VRAD is run with <code>-StaticPropLighting</code> and the prop14 KB (2,117 words) - 04:15, 30 May 2025
- [[File:Dear-esther henge.jpg|thumb|250px|Detail props create the foliage in this screenshot from {{Dear Esther|4}}.]] ...ct DirectX overhead that becomes more and more pronounced as the number of models increases, regardless of how many polygons are being drawn.15 KB (2,188 words) - 00:08, 19 August 2025
- * '''LOD on Models and World'''. Achieve maximum performance on all levels of hardware with automatic ma ...''. Enables [[MSAA]] [[anti-aliasing]] of alpha-tested primitives such as foliage, fences, and grillwork.20 KB (2,781 words) - 08:21, 21 May 2025
- "models" ...ins_01.mdl" ) = obj_weapon_cache : "Weapon cache that can be placed in the world to give dynamic buy zones."22 KB (2,405 words) - 10:05, 21 January 2024
- ...legendary '''[https://postal.fandom.com/wiki/POSTAL_2 POSTAL 2]''', a open-world first-person shooter game known for its controversial content, it received ...rapes_02.cloth.txt}} file.<br>{{Bug|The Postal Dude's coat and other cloth models using PhysX will have issues (such as Postal Dude's "coat" detaching) when31 KB (4,810 words) - 04:07, 29 March 2025
- ...g data into it. VRAD's static and pre-compiled light is bounced around the world with a {{Wikipedia|Radiosity (3D computer graphics)|radiosity}} algorithm. ...re shadows to be recognizable. Nonetheless, textures such as grate fences, foliage, and barbed wire will still cast noticeably more accurate shadows with this26 KB (3,735 words) - 16:54, 30 August 2025
- input Kill( void ) : "Removes this entity from the world" input Kill( void ) : "Removes this entity from the world"77 KB (7,382 words) - 10:18, 21 January 2024
- @PointClass base(BaseCharger) studio( "models/props_blackmesa/health_charger.mdl" ) = item_healthcharger : "Health Charge @PointClass base(BaseCharger) studio( "models/props_blackmesa/hev_charger.mdl" ) = item_suitcharger : "HEV Charger"132 KB (15,470 words) - 03:47, 12 January 2025
- Models (.[[MDL]]): «bank, water box, water box2, truck, fire hydrant, jeep, pa» ...mainly used for interface materials that will always be in front of the 3D world, and for skybox materials that will always be behind.79 KB (12,042 words) - 18:23, 10 July 2025
- "This is the world entity. Each map can only contain one, and it's automatically created for y model(studio) : "Model" : "models/weapons/vr_flashlight/vr_flashlight.vmdl"131 KB (17,028 words) - 12:07, 26 March 2025
- ...) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " + ...rigin) : "Origin (X Y Z)" : : "The position of this entity's center in the world. Rotating entities typically rotate around their origin."252 KB (34,486 words) - 08:49, 21 January 2024
- ...) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " + ...rigin) : "Origin (X Y Z)" : : "The position of this entity's center in the world. Rotating entities typically rotate around their origin."275 KB (37,519 words) - 01:36, 15 August 2023
- ...) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " + ...rigin) : "Origin (X Y Z)" : : "The position of this entity's center in the world. Rotating entities typically rotate around their origin."296 KB (40,054 words) - 08:51, 21 January 2024
- ...) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " + ...rigin) : "Origin (X Y Z)" : : "The position of this entity's center in the world. Rotating entities typically rotate around their origin."355 KB (48,575 words) - 17:14, 24 April 2025
- ...) : "Pitch Yaw Roll (Y Z X)" : "0 0 0" : "This entity's orientation in the world. Pitch is rotation around the Y axis, " + ...rigin) : "Origin (X Y Z)" : : "The position of this entity's center in the world. Rotating entities typically rotate around their origin."355 KB (48,582 words) - 04:07, 11 September 2024