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  • ...odel entities. There are various prop entity categories, each representing models with specific functions. Each one is chosen for a specific reason and has i | valign="top" | <code>[[prop_detail]]</code> || Detail geometry - static models that do not move. Do not contain any physics properties or collision data.
    11 KB (1,746 words) - 22:18, 21 March 2025
  • The hospital was based on referencing older European hospitals, World War II photos, avoiding contemporary examples. [https://combineoverwiki.net {{Tip|Miscellaneous decorative elements (vents, heaters, door frames, furniture) should use white [[skin|skins]] if available, try to match the environmen
    11 KB (1,705 words) - 13:48, 24 June 2024
  • ...tails and prop placement]]), we reach making a custom physics prop for our world. == Props and Models ==
    31 KB (5,069 words) - 13:35, 8 January 2024
  • == Basic Files - Textures, Materials, Models, and Maps == ...see in Half-Life: Alyx is based around these 3D models. The surfaces these models are made out of are assigned to particular materials which in turn point at
    15 KB (2,535 words) - 00:34, 13 May 2025
  • Maybe you're a complete beginner who's just started looking into this world of VR development. Or perhaps you're a seasoned Source 1 mod developer, or ...y familiar with game rendering on computers – namely, using textures on 3D models that have simulated lighting and effects applied through some magical rende
    20 KB (3,293 words) - 02:19, 6 January 2024
  • ...ummit Pavilion' pack straight away in order to give you more materials and models to experiment with.}} ...ials/models/model_name</code> - materials for props (also referred to as ''models'') go somewhere like this. If you're using the [[FBX]] or [[OBJ]] importer,
    30 KB (5,052 words) - 00:20, 7 January 2024
  • | {{warning|Will still cause decals if used on world brushes. At least in {{l4d2}}}} | Will cause material glitches if used in models
    27 KB (3,961 words) - 21:05, 6 August 2025
  • ...e player can interact with and behave physically as they would in the real world. # Double-click on the '''World Model''' field to open the '''Model Browser'''.
    21 KB (3,608 words) - 17:43, 18 July 2025
  • ...e player can interact with and behave physically as they would in the real world. # Double-click on the '''World Model''' field to open the '''Model Browser'''.
    22 KB (3,712 words) - 06:26, 11 July 2024
  • ...e player can interact with and behave physically as they would in the real world. # Double-click on the '''World Model''' field to open the '''Model Browser'''.
    23 KB (3,877 words) - 06:52, 27 June 2025
  • ...e player can interact with and behave physically as they would in the real world. # Double-click on the '''World Model''' field to open the '''Model Browser'''.
    26 KB (4,507 words) - 07:46, 12 July 2024
  • ...e player can interact with and behave physically as they would in the real world. # Double-click on the '''World Model''' field to open the '''Model Browser'''.
    23 KB (3,096 words) - 07:47, 11 July 2024
  • @SolidClass = worldspawn : "World entity" 7 : "Hear World"
    68 KB (7,028 words) - 13:07, 29 July 2023
  • ...e player can interact with and behave physically as they would in the real world. # Double-click on the '''World Model''' field to open the '''Model Browser'''.
    25 KB (4,184 words) - 03:23, 22 August 2024
  • @SolidClass = worldspawn : "World entity" 7 : "Hear World"
    67 KB (6,899 words) - 04:26, 29 October 2023
  • @SolidClass = worldspawn : "World entity" 7 : "Hear World"
    67 KB (6,843 words) - 08:02, 8 May 2025
  • //Using kHED 3D model editor to create some models and modified gordon model 3d to add the arrow direction. // - changed models and sprites locations inside directory "fgd/Half-life" to avoid disfunction
    74 KB (7,804 words) - 07:44, 19 December 2023
  • @SolidClass = worldspawn : "This is the world entity. Each map can only contain one, and it's automatically created for y 7 : "Hear World"
    86 KB (8,832 words) - 22:44, 21 January 2024
  • input SetTargetPosition(string) : "World position that I should aim at" @NPCClass base(BaseNPC) studio("models/controller.mdl") = monster_alien_controller : "Controller" []
    79 KB (9,897 words) - 23:34, 17 September 2024
  • @SolidClass = worldspawn : "This is the world entity. Each map can only contain one, and it's automatically created for y 7 : "Hear World"
    72 KB (7,702 words) - 09:30, 13 August 2023
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