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- [[File:bts_light_models.jpg|thumb|right|300px|The models used for light sources. Big Lamp is on the right, Small Lamp on the left]] ...els/props_wasteland/light_spotlight01_lamp.mdl</code>,这个模型就是灯本身。基本模型是<code>models/props_wasteland/light_spotlight01_base.mdl</code>5 KB (416 words) - 05:05, 12 July 2024
- [[File:bts_light_models.jpg|thumb|right|300px|The models used for light sources. Big Lamp is on the right, Small Lamp on the left]] ...t01_lamp.mdl</code> this model is the lamp itself. The base model is <code>models/props_wasteland/light_spotlight01_base.mdl</code> disable shadows for both6 KB (876 words) - 17:50, 19 April 2025
- [[File:ValveWheel1.png|thumb|[[Valve|Open your Pipes.]]]] :b) Use your editor's 'MOVE SELECTED TO:' feature to convert the brush from World to Entity.3 KB (539 words) - 01:50, 7 January 2024
- ...facade of the team's base. A secret spy base opened up and exposed to the world isn't really a secret anymore (even if, as the official description of Doub [[File:2fort world monitor red.jpg|thumb|right|300px|The world monitor found outside the red flag room in 2fort.]]4 KB (719 words) - 07:22, 31 October 2023
- ...int [[brush]]es since they are placed in a map in the same way as a normal world brush. The hint plane is defined by the side of the brush that is covered w ...s|SDK example map]]. This is a side view of a single room with players and pipes separated by a wall:8 KB (1,458 words) - 06:18, 14 July 2024
- ...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 ...and cold fluorescent light. '''Episode One''' has several surgery-related models:11 KB (1,705 words) - 13:48, 24 June 2024
- ...aw Roll (Y Z X)|intn=angles|angle|nofgd=1|This entity's orientation in the world. Pitch is rotation around the Y axis, yaw is the rotation around the Z axis * 1 (POTATO) - Shadows are available for world geometry and displacements, only for Static and Stationary light types. The38 KB (5,943 words) - 15:36, 10 July 2025
- ===World Model crashes Hammer=== ...tain props are in the level, tests has shown that multiskinned props (e.g. pipes) crash the game.40 KB (6,764 words) - 08:47, 8 January 2024
- @SolidClass = worldspawn : "World entity" 7 : "Hear World"76 KB (8,214 words) - 18:28, 24 August 2023
- @SolidClass = worldspawn : "World entity" 7 : "Hear World"70 KB (7,260 words) - 18:54, 20 March 2025
- model(studio) : "Container Model" : "models/scenery/furniture/refrigerator/refrigeratorold_anim2.mdl" : "Prop model use "models/scenery/furniture/AsianTrunk/AsianTrunk.mdl" : "models/scenery/furniture/AsianTrunk/AsianTrunk.mdl"324 KB (37,123 words) - 10:19, 21 January 2024
- ...he player and the world have their context added with the string player or world as a prefix, e.g.: // "playerkey:value" or "worldkey:value" to differentiate world/player context from the context of the702 KB (72,629 words) - 10:03, 21 January 2024