• The Mappers' Encyclopedia
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  • Last Updated: Thursday, April 22, 2010 ___ Quick Miscellanea --- [url=http://www.interlopers.net/index.php?page=errors]Interlopers.net's Compile Log Checker[/url] [url=http://forums.tf2maps.net/showthread.php?t=4674]The TF2 Mappers' Encyclopedia[/url] [url=http://willhostforfood.com/users/aeron/encyclopedia.zip]The Mappers' Encyclopedia - Download[/url] (Old Version) Search (Ctrl + F) to help quickly find an answer. --- Table of Contents --- I. [url=http://www.facepunch.com/showthread.php?p=9536363#post9536363]Beginners' Resources[/url] II. [url=http://www.facepunch.com/showthread.php?p=9537460#post9537460]Mapping Websites[/url] [list] [*]Valve Developer Wiki [*]Halfwit-2 [*]Interlopers.net [*]EditLife.net [*]GMod Mapping Wiki [*]Iwannamap.com [*]Halflifestorm [*]Snarkpit.net [*]HL2World Knowledge Base [*]FPSBananna [*]ModDB [*]TAzOO.com [*]Wunderboy.org [*]A Guide to Optimization [/list] III. [url=http://www.facepunch.com/showthread.php?p=11504005#post11504005]Game Specific Information[/url] [list] [*]Counter-Strike: Source [*]Day of Defeat: Source [*]Half-Life: Source [*]Half-Life 2 [*]Half-Life 2: Deathmatch [*]Half-Life 2: Episode One [*]Half-Life 2: Episode Two [*]Left 4 Dead [*]Left 4 Dead 2 [*]Portal [*]The Ship [*]Team Fortress 2 [/list] IV. [url=http://www.facepunch.com/showthread.php?p=12603188#post12603188]Mod Specific Information[/url] [list] [*]Dystopia [*]Empires [*]Eternal Silence [*]The Hidden [*]Insurgency [*]Obsidian Conflict [*]Zombie Panic! Source [/list] V. [url=http://www.facepunch.com/showthread.php?p=15169286#post15169286]Garry's Mod Gamemode Specific Information[/url] [list] [*]ReDead [*]Spacebuild [*]Zombie Survival v2.0+ [/list] VI. [url=http://www.facepunch.com/showthread.php?p=17132175#post17132175]User Submitted Information[/url] [list] [*]Hacking the Hammer Draw Distance [*]File Locations [*]Converting GoldSrc maps to Source [*]Global Coordinates [*]Basic Particles [*]Tutorial: Mounted Guns in Orangebox [*]How to Fix the shaderapidx9.dll Crash [*]Fixing Low Texture Resolution in Hammer [*]How to: Get the logical viewport again [*]Restoration of the Hammer Undo/Redo Toolbar [*]Large Address Aware VRAD [*]Half-Life 2 Official Maps List with Screens [/list] VII. [url=http://www.facepunch.com/showthread.php?p=17133322#post17133322]Informative Morsels[/url] VIII. [url=http://www.facepunch.com/showthread.php?p=17133498#post17133498]F.A.Q. / Common Problems[/url] IX. [url=http://www.facepunch.com/showthread.php?p=17133501#post17133501]Mapping Jargon[/url] [list] [*]Terms [*]Programs [*]File Types [/list] X. [url=http://www.facepunch.com/showthread.php?p=17133502#post17133502]Helpful Programs[/url] [list] [*]Allegorithmic [*]Nem's Tools [*]Riintouge [*]Miscellaneous [/list] XI. [url=http://www.facepunch.com/showthread.php?p=17133507#post17133507]Extra Content[/url] [list] [*]Lua [*]Prefab [*]Model [*]Texture [*]Texture Source [*]Model & Texture [*]Model & Texture Source [*]Sound [*]Sound Source [/list] XII. [url=http://www.facepunch.com/showthread.php?p=17133508#post17133508]VMT Data[/url] [list] [*]Shaders [*]Parameters [/list] XIII. [url=http://www.facepunch.com/showthread.php?p=17133509#post17133509]Index[/url] [list] [*]AI [*]Displacement [*]Entity [*]Faceposer [*]File Types [*]Hammer [*]Light [*]Material & Texture Information [*]Particle [*]Sound [/list]
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  • I. Beginners' Resources --- [list] [*][url=http://developer.valvesoftware.com/wiki/Introduction_to_Editing]Introduction to Editing[/url] [*][url=http://www.editlife.net/tutorial.php?tutid=22]The Simplest Possible Introduction to Hammer[/url] [*][url=http://developer.valvesoftware.com/wiki/Your_First_Map]Getting Started[/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Getting_Started]Getting Started[/url] [*][url=http://developer.valvesoftware.com/wiki/View_Navigation]View Navigation[/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Viewports]Viewports[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/Basic_Construction]Basic Construction[/url] [*][url=http://developer.valvesoftware.com/wiki/Creating_a_Room]Creating a Room[/url] [*][url=http://developer.valvesoftware.com/wiki/Applying_Textures]Applying Textures[/url] [*][url=http://developer.valvesoftware.com/wiki/Adding_Entities]Adding Entities[/url] [*][url=http://developer.valvesoftware.com/wiki/Adding_Light]Adding Light[/url] [*][url=http://developer.valvesoftware.com/wiki/Adding_Prop_Models]Adding Prop Models[/url] [*][url=http://developer.valvesoftware.com/wiki/Saving_and_Compiling]Saving and Compiling[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/Intermediate_Level_Design]Intermediate Level Design[/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Designing_a_Level]Designing a Level[/url] [*][url=http://developer.valvesoftware.com/wiki/Entities_in_Depth]Entities in Depth[/url] [*][url=http://developer.valvesoftware.com/wiki/Intermediate_Lighting]Intermediate Lighting[/url] [*][url=http://developer.valvesoftware.com/wiki/Optimization_%28level_design%29]Optimization[/url] [*][url=http://developer.valvesoftware.com/wiki/Troubleshooting_Level_Design]Troubleshooting[/url] [*][url=http://developer.valvesoftware.com/wiki/Abstract_Mapping]Abstract Mapping[/url] [/list] [*][url=http://www.interlopers.net/index.php?page=video]Video Tutorials[/url] [/list]
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  • II. Mapping Websites --- [url=http://developer.valvesoftware.com/wiki/Main_Page][B][U]Valve Developer Wiki[/U][/B][/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Category:Level_Design]Level Design Overview[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_entities]List of Common Entities[/url] [*][url=http://developer.valvesoftware.com/wiki/Dimensions]Dimensions[/url] [*][url=http://developer.valvesoftware.com/wiki/Category:Hammer_Options_Dialog]Hammer Options[/url] [*][url=http://developer.valvesoftware.com/wiki/Console_commands]Console Command List[/url] [*][url=http://developer.valvesoftware.com/wiki/Category:Source_SDK_FAQ]Source SDK FAQ[/url] [/list] [url=http://www.halfwit-2.com/][B][U]Halfwit-2[/U][/B][/url] [list] [*][url=http://www.halfwit-2.com/?page=tutorials&PHPSESSID=f54c03a90be39922ff5758780666bef1]Tutorials[/url] [list] [*][url=http://www.halfwit-2.com/?page=entities]Used Entities[/url] [/list] [*][url=http://www.halfwit-2.com/?page=workshop&PHPSESSID=f54c03a90be39922ff5758780666bef1]Workshop[/url] [*][url=http://www.halfwit-2.com/?page=resources]Resources[/url] [/list] [url=http://www.interlopers.net/][B][U]Interlopers.net[/U][/B][/url] [list] [*][url=http://www.interlopers.net/index.php?page=tutorials]Tutorials[/url] [*][url=http://www.interlopers.net/index.php?page=errors]Compile Log Checker[/url] [*][url=http://www.interlopers.net/index.php?page=downloads]Downloads[/url] [/list] [url=http://www.editlife.net/][B][U]EditLife.net[/U][/B][/url] [list] [*][url=http://www.editlife.net/tutorial.php]Tutorials[/url] [list] [*][url=http://www.editlife.net/tutorial.php#brush]Brush[/url] [*][url=http://www.editlife.net/tutorial.php#entity]Entity[/url] [*][url=http://www.editlife.net/tutorial.php#lighting]Lighting[/url] [*][url=http://www.editlife.net/tutorial.php#texturing]Texturing[/url] [/list] [*][url=http://www.editlife.net/file.php]File Center[/url] [*][url=http://www.editlife.net/soundscapes.php]Soundscapes[/url] [/list] [url=http://wiki.garrysmod.com/?title=Mapping][B][U]GMod Mapping Wiki[/B][/U][/url] [list] [*][url=http://wiki.garrysmod.com/?title=Category:Mapping_Entities]Entity Tutorials[/url] [*][url=http://wiki.garrysmod.com/?title=Gamemode_mapping]Gamemode Mapping[/url] [*][url=http://wiki.garrysmod.com/?title=Category:Specific_Keyvalues]Garry's Mod Keyvalues[/url] [*][url=http://wiki.garrysmod.com/?title=Configuring_Hammer]GMod Hammer Configuration[/url] [*][url=http://wiki.garrysmod.com/?title=Category:Map_Icons]Map Selection Icons[/url] [/list] [url=http://www.iwannamap.com/][B][U]Iwannamap.com[/U][/B][/url] [list] [*][url=http://www.iwannamap.com/tutorial.php?type=map]Mapping[/url] [*][url=http://www.iwannamap.com/tutorial.php?type=code]Coding[/url] [*][url=http://www.iwannamap.com/tutorial.php?type=texture]Texturing[/url] [/list] [url=http://www.halflifestorm.com/][B][U]Halflifestorm[/U][/B][/url] [list] [*][url=http://www.halflifestorm.com/?module=tutorial&cat=5]Level Design[/url] [/list] [url=http://www.snarkpit.net/][B][U]Snarkpit.net[/U][/B][/url] [list] [*][url=http://www.snarkpit.net/index.php?s=maps]Maps[/url] [*][url=http://www.snarkpit.net/index.php?s=articles]Articles[/url] [*][url=http://www.snarkpit.net/index.php?s=downloads]Downloads[/url] [*][url=http://www.snarkpit.net/index.php?s=links]Links[/url] [/list] [url=http://www.hl2world.com/wiki/index.php/Main_Page][B][U]HL2World Knowledge Base[/U][/B][/url] [list] [*][url=http://www.hl2world.com/wiki/index.php/Category:Faceposer]Faceposer[/url] [*][url=http://www.hl2world.com/wiki/index.php/Category:MappingTutorials]Mapping[/url] [*][url=http://www.hl2world.com/wiki/index.php/Category:Texturing]Texturing[/url] [*][url=http://www.hl2world.com/wiki/index.php/Category:MiscTutorials]Miscellaneous[/url] [/list] [url=http://www.fpsbanana.com/][B][U]FPSBananna[/U][/B][/url] [list] [*][url=http://www.fpsbanana.com/maps]Maps[/url] [*][url=http://www.fpsbanana.com/tuts]Tutorials[/url] [/list] [url=http://www.moddb.com/][B][U]ModDB[/U][/B][/url] [list] [*][url=http://www.moddb.com/tutorials?filter=t&=Search&kw=&subtype=6&meta=def&game=61]Tutorials[/url] [/list] [url=http://www.taz00.com/][B][U]TAzOO.com[/U][/B][/url] [list] [*][url=http://www.taz00.com/iframe_list_tutorials.php]Tutorials[/url] [/list] [url=http://www.wunderboy.org/index.php][B][U]Wunderboy.org[/U][/B][/url] [list] [*][url=http://www.wunderboy.org/documentation.php]Documents & Tutorials[/url] [*][url=http://www.wunderboy.org/sourceapps.php]Source Tools[/url] [/list] [url=http://hailaeros.com/HL2OptimizationGuide/windows.html][B][U]A Guide to Optimization[/U][/B][/url] [list] [*][url=http://hailaeros.com/HL2OptimizationGuide/optimization2d04.html?chapter=intro]Intro[/url] [*][url=http://hailaeros.com/HL2OptimizationGuide/optimization53d9.html?chapter=notices]Notices[/url] [*][url=http://hailaeros.com/HL2OptimizationGuide/optimizationb127.html?chapter=nodraw]Nodraw[/url] [*][url=http://hailaeros.com/HL2OptimizationGuide/optimizationb5b9.html?chapter=func_detail]Func_detail[/url] [*][url=http://hailaeros.com/HL2OptimizationGuide/optimization77f3.html?chapter=visleafs]Visleafs[/url] [*][url=http://hailaeros.com/HL2OptimizationGuide/optimization6c1c.html?chapter=hints]Hints[/url] [*][url=http://hailaeros.com/HL2OptimizationGuide/optimizationcd4b.html?chapter=areaportals]Areaportals[/url] [*][url=http://hailaeros.com/HL2OptimizationGuide/optimization7513.html?chapter=occluders]Occluders[/url] [*][url=http://hailaeros.com/HL2OptimizationGuide/optimization8f3b.html?chapter=checking%20progress]Checking Progress[/url] [*][url=http://hailaeros.com/HL2OptimizationGuide/optimization91f2.html?chapter=if%20all%20else%20fails]If All Else Fails[/url] [/list]
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  • III. Game Specific Information --- [url=http://developer.valvesoftware.com/wiki/CS:S][B][U]Counter-Strike: Source[/U][/B][/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Counter-Strike:_Source_Level_Creation]Level Creation[/url] [*][url=http://developer.valvesoftware.com/wiki/Category:Counter-Strike:_Source_Entities]Entities[/url] [*][url=http://developer.valvesoftware.com/wiki/Sky_List#counter-strike_source_shared.gcf]Skyboxes[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_CS:S_Soundscapes]Soundscapes[/url] [*][url=http://developer.valvesoftware.com/wiki/Level_Overviews]Level Overviews[/url] [*][url=http://developer.valvesoftware.com/wiki/Bullet_Penetration_in_Counter-Strike:Source]Bullet Penetration[/url] [/list] [url=http://developer.valvesoftware.com/wiki/DoD:S][B][U]Day of Defeat: Source[/U][/B][/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Day_of_Defeat:_Source_Map_Creation]Level Creation[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_DoD:S_entities]Entities[/url] [*][url=http://developer.valvesoftware.com/wiki/Sky_List#day_of_defeat_source.gcf]Skyboxes[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_DoD:S_Soundscapes]Soundscapes[/url] [*][url=http://developer.valvesoftware.com/wiki/Bullet_Penetration_in_Day_of_Defeat:_Source]Bullet Penetration[/url] [/list] [url=http://developer.valvesoftware.com/wiki/Half-Life_2:_Episode_2][B][U]Half-Life: Source[/U][/B][/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Sky_List#half-life_source.gcf]Skyboxes[/url] [/list] [url=http://developer.valvesoftware.com/wiki/Half-Life_2][B][U]Half-Life 2[/U][/B][/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Category:Level_Design]Level Design[/url] [*][url=http://developer.valvesoftware.com/wiki/Sky_List#source_materials.gcf]Skyboxes[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_HL2_Soundscapes]Soundscapes[/url] [/list] [url=http://developer.valvesoftware.com/wiki/Half-Life_2][B][U]Half-Life 2: Deathmatch[/U][/B][/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Category:Half-Life_2:_Deathmatch_Entities]Entities[/url] [*][url=http://developer.valvesoftware.com/wiki/Sky_List#source_materials.gcf]Skyboxes[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_HL2_Soundscapes]Soundscapes[/url] [/list] [url=http://developer.valvesoftware.com/wiki/Half-Life_2:_Episode_One][B][U]Half-Life 2: Episode One[/U][/B][/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Category:Half-Life_2:_Episode_One_Entities]Entities[/url] [*][url=http://developer.valvesoftware.com/wiki/Sky_List#episode_1_shared.gcf]Skyboxes[/url] [/list] [url=http://developer.valvesoftware.com/wiki/Half-Life_2:_Episode_2][B][U]Half-Life 2: Episode Two[/U][/B][/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Category:Half-Life_2:_Episode_Two_Entities]Entities[/url] [*][url=http://developer.valvesoftware.com/wiki/Half-Life_2:_Episode_Two_Particle_Effect_List]Particles[/url] [*][url=http://developer.valvesoftware.com/wiki/Sky_List#episode_two_materials.gcf]Skyboxes[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_EP2_Soundscapes]Soundscapes[/url] [/list] [url=http://developer.valvesoftware.com/wiki/Left_4_Dead][B][U]Left 4 Dead[/U][/B][/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Left_4_Dead_Level_Creation]Level Design[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_L4D_Entities]Entities[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_L4D_Particles]Particles[/url] [*][url=http://developer.valvesoftware.com/wiki/Sky_List#Left_4_Dead]Skyboxes[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_L4D_Soundscapes]Soundscapes[/url] [/list] [url=http://developer.valvesoftware.com/wiki/Left_4_Dead_2][B][U]Left 4 Dead 2[/U][/B][/url] [list] [*][url=http://developer.valvesoftware.com/wiki/List_of_L4D_2_Campaign_Music]Campaign Music[/url] [*][url=http://developer.valvesoftware.com/wiki/Left_4_Dead_2_Level_Creation]Level Creation[/url] [*][url=http://developer.valvesoftware.com/wiki/L4D2_Level_Design]Level Design[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_L4D2_Entities]Entities[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_L4D_2_Particles]Particles[/url] [*][url=http://developer.valvesoftware.com/wiki/Sky_List#Left_4_Dead_2]Skyboxes[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_L4D_2_Soundscapes]Soundscapes[/url] [/list] [url=http://developer.valvesoftware.com/wiki/Portal][B][U]Portal[/U][/B][/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Portal_Level_Creation]Level Creation[/url] [*][url=http://developer.valvesoftware.com/wiki/Category:Portal_Entities]Entities[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_Portal_soundscapes]Soundscapes[/url] [*][url=http://www.halfwit-2.com/?page=tutorials&category=17]Tutorials[/url] [/list] [url=http://developer.valvesoftware.com/wiki/The_ship][B][U]The Ship[/U][/B][/url] [list] [*][url=http://developer.valvesoftware.com/wiki/The_Ship_Level_Creation]Level Creation[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_Ship_entities]Entities[/url] [*][url=http://developer.valvesoftware.com/wiki/The_Ship:_Items]Items[/url] [/list] [url=http://developer.valvesoftware.com/wiki/TF2][B][U]Team Fortress 2[/U][/B][/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Team_Fortress_2_Level_Creation]Level Creation[/url] [*][url=http://developer.valvesoftware.com/wiki/Category:Team_Fortress_2_Entities]Entities[/url] [*][url=http://developer.valvesoftware.com/wiki/Sky_List#team_fortress_2_materials.gcf]Skyboxes[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_TF2_Soundscapes]Soundscapes[/url] [*][url=http://forums.tf2maps.net/showthread.php?t=4674]The TF2 Mappers' Encyclopedia[/url] [/list]
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  • IV. Mod Specific Information --- [url=http://www.dystopia-game.com/][B][U]Dystopia[/U][/B][/url] [list] [*][url=http://www.dystopia-game.com/wiki/index.php?title=Setting_Hammer_Up_for_Dystopia]Configuring the SDK[/url] [*][url=http://dystopia-game.com/3rdpartymappers/dys_template.zip]Hammer Demonstration Map[/url] [*][url=http://dystopia-game.com/wiki/index.php?title=Category:Mapping]Mapping Wiki[/url] [*][url=http://dystopia-game.com/wiki/index.php?title=Category:Dystopia_Entity_Guide]Entity List[/url] [/list] [url=http://www.empiresmod.com/][B][U]Empires[/B][/U][/url] [list] [*][url=http://wiki.empiresmod.com/index.php?title=Main_Page]Empires Wiki[/url] [list] [*][url=http://wiki.empiresmod.com/index.php?title=Mapping]Mapping[/url] [list] [*][url=http://wiki.empiresmod.com/index.php?title=Configuring_Hammer_for_Empires]Configuring Hammer for Empires[/url] [*][url=http://wiki.empiresmod.com/index.php?title=Basic_Mapping]Basic Mapping[/url] [list] [*][url=http://wiki.empiresmod.com/index.php?title=Basic_Conquest_Map]Basic Conquest Map[/url] [*][url=http://wiki.empiresmod.com/index.php?title=Resource_nodes]Resource Nodes[/url] [*][url=http://wiki.empiresmod.com/index.php?title=Flag_Maps]Flag Maps[/url] [*][url=http://wiki.empiresmod.com/index.php?title=Engineer-Buildable_Objects]Engineer-Buildable Objects[/url] [*][url=http://wiki.empiresmod.com/index.php?title=Multi-Part_Buildables]Multi-Part Buildables[/url] [/list] [*][url=http://wiki.empiresmod.com/index.php?title=Entity_Index]Entity Index[/url] [*][url=http://wiki.empiresmod.com/index.php?title=Setting_Up_Map_Resources]Setting Up Map Resources[/url] [*][url=http://wiki.empiresmod.com/index.php?title=Useful_FGD_Modifications]Useful FGD Modifications[/url] [/list] [/list] [/list] [url=http://www.eternal-silence.net/][B][U]Eternal Silence[/U][/B][/url] [list] [*][url=http://www.eternal-silence.net/forums/index.php?topic=2836.0]Configuring the SDK[/url] [*][url=http://www.eternal-silence.net/forums/index.php?topic=2817.0]Basic Entity Information[/url] [/list] [url=http://www.hidden-source.com/][B][U]The Hidden[/U][/B][/url] [list] [*][url=http://forum.hidden-source.com/showthread.php?t=2559]Configuring the SDK[/url] [/list] [url=http://www.insmod.net/][B][U]Insurgency[/U][/B][/url] [list] [*][url=http://forums.insmod.net/index.php?showtopic=6231&st=0&p=115630&#entry115630]Configuring the SDK[/url] [/list] [url=http://obsidianconflict.net/][B][U]Obsidian Conflict[/U][/B][/url] [list] [*][url=http://www.obsidianconflict.net/forums/viewtopic.php?t=185&postdays=0&postorder=asc&start=0&sid=dfc7803b95554e280450d15fd490e375]Configuring the SDK[/url] [/list] [url=http://www.moddb.com/mods/zombie-panic-source][B][U]Zombie Panic! Source[/U][/B][/url] [list] [*][url=http://www.zombiepanic.org/forums/showthread.php?t=7477]Configuring the SDK[/url] Mapping Guide [list] [*][url=http://www.zombiepanic.org/tutorial/1.php]Part 1[/url] [*][url=http://www.zombiepanic.org/tutorial/2.php]Part 2[/url] [/list] [/list]
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  • V. Garry's Mod Gamemode Specific Information --- [B][U]ReDead[/U][/B] [list] [*][url=http://forums.facepunchstudios.com/showthread.php?t=511598]Gamemode[/url] [*][url=http://forums.facepunchstudios.com/showthread.php?t=489164]Mapping Info[/url] [/list] [B][U]Spacebuild v2.5[/U][/B] [list] [*][url=http://forums.facepunchstudios.com/showthread.php?t=425094]Gamemode[/url] [*][url=http://forums.facepunchstudios.com/showpost.php?p=4688597&postcount=1]Mapping Info[/url] [/list] [B][U]Zombie Survival v2.0+[/U][/B] [list] [*][url=http://www.noxiousnet.com/forums/index.php?topic=2373.0]Mapping Info[/url] [/list] See Also: [url=http://wiki.garrysmod.com/?title=Gamemode_mapping]GMod Mapping Wiki: Gamemode Mapping[/url]
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  • VI. User Submitted Information---[url=http://forums.facepunchstudios.com/showthread.php?t=506263][U]Hacking the Hammer Draw Distance[/U][/url][quote=mblunk][U][B]For XP:[/B][/U]1. Open the start menu. Click the "run" button. Enter "regedit", without the quotes.2. On the tree view at left, click on "HKEY_CURRENT_USER". Go to Software, Valve, Hammer, 3D Views.3. Right click "BackPlane". Click "[B]Modify...[/B]" and change the base to decimal.4. Enter the value you want to change the back plane to, and click OK. Done![U][B]For Vista:[/B][/U]1. Open the start menu. In the search bar, enter "regedit". Follow the instructions for XP from step 2.[/quote]-Submitted by mblunkFile Locations[quote=SirZoloft](Half-Life 2 will be used as a 'wildcard', to be replaced with what games configurations you would use)Models:/%account name%/Half Life 2/ModelsFor Materials for models/%account name%/Half Life 2/Materials/ModelsCustom Textures/%account name%/Half Life 2/Materials/Must contain the .vmt and .vmt[/quote]-Submitted by SirZoloft[url=http://forums.facepunchstudios.com/showthread.php?p=8543802#post8543802][U]Converting GoldSrc maps to Source[/U][/url][QUOTE=i_speel_good][b]Requirements: BSPTwoMap Hammer 3.5 (the hl1 steamless version) Half-Life 2 (gets you access to Source SDK, thus Hammer 4.1) Hammer 4.1 (the hl2 steam version) Mapfool (for the textures) GCFScape (for the wad files) VTFEdit (for creating vtf’s)(Download links for the stuff above are found in the bottom of this post)[/b]First off, you’re going to need “BSPTwoMap”, which is kinda hard to find (atleast the version I’m using is), so you can grab it off the end of this guide.Extract the bsptwomap.zip file in a new directory, (in my case C:\BSPTwoMap)Now, you’ll have two files, “BSPTwoMAP.exe” and “readme.txt”. We don’t really need readme, anyway, so you’re free to delete it except if you really want it.Great, we have the prog. Let’s get the map. Grab the GoldSource BSP you want to port, and throw it in the BSPTwoMap directory.Create a new txt file with Notepad, and write this inside it:[code]"C:\BSPTwoMap\BSPTwoMap.exe" “C:\BSPTwoMap\mapname.bsp"pause[/code]Replace the directories with the ones you’ve put BSPTwoMap and your BSP in and replace mapname with the bsp’s filename.Save it, and rename it’s extension to “.bat”.Run the bat file, and it’ll do the conversion pretty fast.When it’s done, you’ll get the message “Press any key to continue.”Press any key, and the window will close.Yay! We just made our new map file!Now you need the program “MapFool”. We’ll use it to extract the textures or/and delete any unwanted entities.You can snatch it off the Download Links section, in the bottom of this guide.Open “MapFool”. You’ll be greeted with a user-friendly interface (well, not really, I mean, it’s a pretty clean GUI, but it may confuse some people :P)Go to File>Open and open the map file that BSPTwoMap created before..The raw data tab will be full of numbers ‘n’ sh*t.This means that it works! :DSee some lines saying about the “wad” files?If they are from HL, you’ll need to export them from the “half-life.gcf” file, using GCFScape (again provided in the bottom of the guide). If they’re from another GoldSRC game, extract the wad file(s) from the corresponding GCF. If they’re from a mod, take them from the mod’s folder, and if they’re nowhere to be found, search for them in the internet.After acquiring them, go to File>Options. You’ll see the “Wad files imported” thing, from there import the wad files that are written in the raw data tab (the ones we extracted).Also, if you want the program to directly convert them to VTF files, you’ll need to add the path to VTEX.exe, which is located in the directory “Steam\steamapps\username\sourcesdk\bin\vtex.exe”(The Steam folder is the folder where you have installed Steam!)Then, add the “full path to textures folder” path (where it’ll put the tga textures) and you’re done.After you’re done, press OK.[b]Make sure you didn’t miss any WAD file.[/b]Now go to “Tools>Export textures to TGA”, and it’ll already have the “full path to textures folder” folder set as the output path. Click at proceed. After it tells you they’re extracted, you can either close MapFool or Proceed to making materials.[b]Converting TGA’s to Source Materials, if you're going to make them yourself just restart reading below the bold "end material conversion part" line.[/b]Click “Tools>Make Materials” The source path that it will take the TGA’s from MUST end with “materialsrc” in it. When you get an error that says that the textures "are not a power of two”, resize them to a power of two (Like 64x64, 128x128, 256x256, 512x512, 1024x1024 etc.).NOTE: The material folder must be made inside (and throw inside the tga’s) in a mod’s/game’s directory, or you’ll get an error about “Gameinfo.txt”.For some reason, it only made the VMT’s for me, so I guess you’ll make the VTF’s by yourself.[b]end material conversion part[/b]Now, you’ll also need “Hammer 3.5”, the steamless old version of Valve’s Mapping Tool. Like all the previous stuff I told you to download, you’ll find it in the end of this guide.[url]http://home.comcast.net/~ninjagrinch/hammercfg.htm[/url]Use the link above this line to configure Hammer 3.5 with Half-Life, Counter-Strike or any other GoldSRC game you want, and add the wad’s of the map (the ones we extracted previously)Now, go into Hammer 3.5 and open the map file. It may tell you some solids weren’t loaded, but it doesn’t really matter. It may ALSO tell you that there was a error loading the map file, click yes to see the report, which should be empty, and close the report. There’s your map, yay!(note: If you don’t get how to load map files, click the drop down menu that says “RMF” and select map)Now, go to the entity report (Map>Entity Report) and delete ALL entities. This will delete useless stuff (lights, NPC’s, guns etc.) that you can/will remake later on Hammer 4.1.Go to File>Save As and save the file as a RMF file.Close Hammer 3.5Go to Steam, Tools, open the Source SDK, and from there double click Hammer to open it (this is Hammer 4.1). Open the RMF file we saved on 3.5.Now the map should open, if it doesn’t, either it’s the map’s fault, or you suck and didn’t follow the guide correctly.Save it as a VMF and you’re ready to play with it. Hope my little guide helped! :)And remember, don’t release ports of custom maps without asking their creators first!Download links (as said in the beginning of the guide):BSPTwoMap:[url]http://oifymod.timeparadox.org/hammertime/BSPTwoMap.zip[/url]Peppyfool’s MapFool: [url]http://oifymod.timeparadox.org/hammertime/MAPfool1.2.zip[/url]Hammer 3.5:[url]http://games.softpedia.com/get/Tools/Valve-Hammer-Editor.shtml[/url]Hammer 4.1No download link. You need Steam and a legal copy of HL2, this will give you access to the Source SDK (found in the Tools menu in Steam). Open it, and there’s Hammer.NOTICE: This guide was made before the Orange Box SDK, so I suggest you to switch the engine to HL2:Ep1 and whatever game you want from it, because I'm not sure if the Hammer of OBSDK opens ".map" files.GCFScape:[url]http://nemesis.thewavelength.net/files/files/gcfscape166.exe[/url]VTFEdit:[url]http://nemesis.thewavelength.net/files/files/vtfedit124-11.exe[/url][/quote]-Submitted by i_speel_goodGlobal Coordinates[quote=Terrenteller]Consider the 2D viewports:[B]Top (x/y) = X is horizontal and Y is vertical.[/B]Right of the origin is X positive.Left of the origin is X negative.Above the origin is Y positive.Below the origin is Y negative.Counter-clockwise around the origin is Z positive.Clockwise around the origin is Z negative.[B]Front (y/z) = Y is horizontal and Z is vertical.[/B]Right of the origin is Y positive.Left of the origin is Y negative.Above the origin is Z positive.Below the origin is Z negative.Counter-clockwise around the origin is X positive.Clockwise around the origin is X negative.[B]Side (x/z) = X is horizontal and Z is vertical.[/B]Right of the origin is X positive.Left of the origin is X negative.Above the origin is Z positive.Below the origin is Z negative.Counter-clockwise around the origin is Y positive.Clockwise around the origin is Y negative.The origin can be in relation to the grid or an object.[/quote]-Submitted by TerrentellerBasic Particles[quote=Jimmy422]For a basic particle, you need what is in this list (This is under the properties tab):Anything in [highlight]red[/highlight] is very important. [list][b]Properties[/b] [/list]The only thing you should worry about here is the material, and the max particles. For material you only want to use sprites or things in the [code]particles/[/code] directory. The max particles should not be set over 2000 (Otherwise, it brings your FPS down massive amounts) [list][b]Renderers[/b] [/list][b]render_animated_sprites[/b] - This tells it to use a sprite/ particle material. [list][b]Operators[/b] [/list][b]Cull random[/b] - This kills particles after some time.[b]Alpha Fade & Decay[/b] - This sets the alpha and time that it takes for particles to fade away.[highlight][b]Movement basic[/b][/highlight] - The most important one here! Without this particles won't form! This tells it to move somewhere.[b]Rotation basic[/b] - tells it to move in random ways. It's not noticeable, but it makes it less repetitive.[b]Radius scale[/b] - Sets size of particles spawned. [list][b]Initializers[/b] [/list][highlight][b]Lifetime random[/b][/highlight] - This gives each particle a lifetime. Without this, you will not see particles! Set the lifetime max to 15.[highlight][b]Color random[/b][/highlight] - Sets the color of your particles! Without this you get ugly white particles![highlight][b]Position within [box or sphere] random[/b][/highlight] - Gives your particles a place to spawn in. The size corresponds to hammer units, so a max size of 512 512 512 is 512 units on the X Y and Z axis in hammer. Don't mess with the min size.[b]Sequence random[/b] - Use if your sprite/particle has more than one sequence. Set the max sequence to whatever the number of sequences the particle has. [list][b]Emitters[/b] [/list][b]Emit Instantaneously[/b] - Tells the particles to immediately start spawning. You can set this to slowly start in.[b]Emit Continuously[/b] - Tells the particles to keeps spawning and spawning (Optional)[/quote]-Submitted by Jimmy422[url=http://forums.facepunchstudios.com/showthread.php?p=11374652#post11374652][U]Tutorial: Mounted Guns in Orangebox[/U][/url][QUOTE=Lord Ned]There was a tutorial on Interlopers.net that's now obsolete in the OB engine, and it kinda sucked, so I made my own. :v:Creating a Mounted gun, for Orangebox games and mods. (Ep2, etc)[highlight][b]Setting up the stand.[/b][/highlight]Step 1. Create a prop_static with the model of:models/props_combine/combine_barricade_short01a.mdlPlace this where you want the gun to be mounted. This coudld be substituted with a pile of rubble or otherwise. Here it is used to give me an idea of how high the gun should be mounted. (45-50 units if you wish to do it with a brush.)[highlight][b]Setting up the gun model.[/b][/highlight]Step 1. Create a prop_dynamic with the model of:models/props_combine/bunker_gun01.mdlPlace this ontop of your barricade, with the feet resting on the edges.[img]http://i11.photobucket.com/albums/a156/Lordned/Tutorials/Fig-1.png[/img]Name the prop_dynamic:Barricade_Gun_Model, or something to that effect.Disable Shadows: YesStart Fade Dist: 1000End Fade Dist: 2000Collisions: Not SolidDefault Animation: idle_inactive[img]http://i11.photobucket.com/albums/a156/Lordned/Tutorials/Fig-2.png[/img][highlight][b]Setting up the func_tank.[/b][/highlight]Step 1. Create a 16x16x16 cube centered over the models feet, textured with tools/toolsblockbullets.[img]http://i11.photobucket.com/albums/a156/Lordned/Tutorials/Fig-3.png[/img]Tie this block to func_tank. (Ctrl + T) Now, copy the following settings. Most settings should be left default, unless otherwise noted.Name: Barricade_Gun_TankParent: Barricade_Gun_Model //Obviously the model that is being used for the turret.Control Volume: Barricade_Gun_ControlVolumeYaw Rate: 200 //How fast does it yaw? (Turn left to right)Yaw Range: 60 //How far can it turn?Pitch Rate: 120 //How far does it pitch? (Turn up to down)Pitch Range: 60 //How far can it turn?Barrel Length: 31 //Length from orgin of func_tank to the end of the muzzleflash sprite. Used for sprite placement. Barrel Vertical: 8Rate of Fire: 15 //How fast does it fire?Damage per Bullet: 9 //How much do the bullets do?Damage Per Bullet Vs Player: 5 //How much do the bullets do to PLAYERS?Firing Persistence: 4 //AI: How long to keep firing at last known position, after loosing sight of target.Firing Persistence2: 2 //AI: How long to occasionaly shoot after last position.Bullet Accuracy: Small Cone //How accurate is the gun?Maximum Target Range: 2500 //AI: How far away can you aquire the target from?//DO NOT CHANGE ANY VALUES BELOW, UNLESS YOU KNOW WHAT YOU ARE DOING.Gun Base Attachment: aimrotationGun Barrel Attachment: muzzleGun Yaw Pose Param: aim_yawGun Pitch Pose Param: aim_pitchGun Pitch Pose Center: 7.5//DO NOT CHANGE ANY VALUES ABOVE, UNLESS YOU KNOW WHAT YOU ARE DOING. (Is related to the bunkergun model, and code.)Ammountion Count: -1 //How much ammo does this gun have?NPC Man Point: Barricade_Gun_ManpointPlayer Lock Time: 0.1 //AI: How long to be tracking the player before shooting?Effect Handling: AR2 //Effects soundsAmmo Type: AR2 //What ammo does it use, how much damage, etc. MODDERS: Uses ammotypes defined in hl2_gamerules.cpp[img]http://i11.photobucket.com/albums/a156/Lordned/Tutorials/Fig-4.png[/img]Step 1.5: Go to the func_tank's flags, and check:ActiveControllableNPC ControlableNon-SolidStep 2: Create a 80x35x128+-ish brush, texture it with tools/toolstrigger, and tie it to a trigger_multiple. These numbers do not need to be exact, and can be changed for your liking. (This defines in what area the player can "Use" the func_tank. If he is pushed out of it, he will stop using it.THIS MUST BE TALLER THEN THE PLAYER HEIGHT.Name the trigger_multiple: Barricade_Gun_ControlVolumeAnd under Flags check:Clients[img]http://i11.photobucket.com/albums/a156/Lordned/Tutorials/Fig-5.png[/img]Step 3: Create an info_target and inch or so off the ground, with the name:Barricade_Gun_ManpointPlace it exactly 32 units behind the center of the func_tank volume. This is used for AI's controling the gun, and tells them where to stand, so animations work.[img]http://i11.photobucket.com/albums/a156/Lordned/Tutorials/Fig-6.png[/img][highlight]Setting up the outputs[/highlight]This one's a bit of a doozy. You have to set several animations, with delays, so I'll do it like this. Output | Targetname | Input | Parameter | Delay.OnFire | Barricade_Gun_Model | SetAnimation | FireOnGotControler | Barricade_Gun_Model | SetAnimation | ActivateOnGotControler | Barricade_Gun_Model | SetDefaultAnimation | Idle | 0.1OnGotPlayerControler | Barricade_Gun_Model | SetAnimation | ActivateOnGotPlayerControler | Barricade_Gun_Model | SetDefaultAnimation | Idle | 0.1OnLostControler | Barricade_Gun_Model | SetAnimation | RetractOnLostControler | Barricade_Gun_Model | SetDefaultAnimation | Idle | 0.1OnLostPlayerControler | Barricade_Gun_Model | SetAnimation | RetractOnLostPlayerControler | Barricade_Gun_Model | SetDefaultAnimation | idle_inactive | 0.1And since that's confusing:[img]http://i11.photobucket.com/albums/a156/Lordned/Tutorials/Fig-7.png[/img]If you compile that, (after putting in the rest of the map, and a spawn...) and go into game, it should work.[highlight]Adding some cool effects.[/highlight]Because frankly, effects are awesome. Were going to create a light that turns on when the gun is in use, and turns off when it's not. (And moves with it. ;)Create a env_sprite, with the following settings:Name: Barricade_Gun_Model_Sprite_GlowParent: Barricade_Gun_ModelRender Mode: Worldspace GlowScale: .3HDR Color Scale: .5FX Amount: 215FX Color: 225 255 255Render Mode: AdditivePlace this at the tip of the barrel, near the small flashlight.Create a point_spotlight, so that there's an actual effect.Name: Barricade_Gun_Model_Sprite_SpotlightParent: Barricade_Gun_ModelSpotlight Width: 18Spotlight Length: 128HDR Color Scale: .7Color: 225 255 255[img]http://i11.photobucket.com/albums/a156/Lordned/Tutorials/Fig-8.png[/img]Now, to make it move with the gun, create a logic auto with the following outputs:OnMapSpawn | Barricade_Gun_Model_Spite_Glow | SetParentAttachment | muzzleOnMapSpawn | Barricade_Gun_Model_Sprite_Spotlight | SetParentAttachment | muzzle[img]http://i11.photobucket.com/albums/a156/Lordned/Tutorials/fig-9.png[/img]Now, we've got a light that tracks around. Pretty cool, but you know, it could be cooler. Add two more Outputs:OnMapSpawn | Barricade_Gun_Model_Sprite_Glow | HideSpriteOnMapSpawn | Barricade_Gun_Model_Sprite_Spotlight | LightOffThis could also be accomplished by checking the flags inside of the Spotlight, and the Sprite, but that would require you going back to those entites. ;)Go to the func_tank, and add these Outputs:OnGotController | Barricade_Gun_Model_Sprite_Spotlight | LightOn | 0.15OnGotController | Barricade_Gun_Model_Sprite_Glow | ShowSprite | 0.2OnLostController | Barricade_Gun_Model_Sprite_Spotlight | LightOff | 0.05OnLostController | Barricade_Gun_Model_Sprite_Glow | HideSprite | 0.1Duplicate your efforts for OnGotPlayerController, and OnLostPlayerController.[img]http://i11.photobucket.com/albums/a156/Lordned/Tutorials/fig-10.png[/img]Feel free to experiment.[/quote]-Submitted by Lord Ned[url=http://forums.facepunchstudios.com/showthread.php?t=607028][U]How to Fix the shaderapidx9.dll Crash[/U][/url][quote=Adamhully]I'll take it from the top. My 7800GTX exploded so it was replaced by an 8800GTS by BFG. Then after i installed the drivers etc i went to run faceposer, but just as it were about to load the 3D screen... it crashed and i get the dreaded error reporting screen.When i looked at the crash information it looked like shaderapidx9.dll was causing it. I tried a ton of things to fix it. I searched on the google machine and many other people are having this problem. Here are some things that people including me tried but didn't work.- Reinstalling source SDK- Reinstalling steam and all of the games (I didn't do this)- Formatting their hard drives (I didn't do this)- Scanning for viruses- Using a WMI fix (I didn't do this)- entering some sort of network code into the command promptIt seemed some things worked for some people and others didn't. Mainly changing back to their old graphics cards.So what i done is this.[highlight]FIX IS BELOW THIS[/highlight]- Go to my computer- Go to the hard drive of which Source SDK is saved on (80% ofthe time it's C[noparse]:)[/noparse]- Program files- Valve- Steam- Steamapps- *Yoursteam username here*- source SDK- binNow, look for a file called "Dxsupport". Double-click it, if it asks you what program to open it with, choose notepad. If you've done that right it should say "DO NOT EDIT" at the top of the page.Now you need to scoll down and find the name of your graphics card. Mine would be:"655"{"name" "NVIDIA GeForce 8800""VendorID" "0x10de""MinDeviceID" "0x192""MaxDeviceID" "0x192""m_nDriverVersion_Build" "8421""DefaultRes" "1280""ConVar.mat_antialias" "4"Now, where it says "DefaultRes", it would have either a 3 didgit number of a 4 didgit number, depending on how good your card is. Mine is 1280.now you need to go into your graphics control panel and change your resolution to the one stated above. Here are some examples.1024 - 1024 by 768 (These will be different if you're using a widescreen monitor.)1152 - 1152 by 864Mine would be 1180 - 1180 by 962.Once you've set it to the resolution try running either Source SDK or model viewer. It should work.[B]Some problems[/N]Once you've set your resolution, things may appear very small, but you can set it back to normal once you're finished.You may get a "Incorrect input" or something flying around your monitor, try using another resolution that has the same starting number (EG,1024).I don't think many people have this problem on facepunch, but it will come in handy for you Google viewers, i found alot of forums with people needing help when i was looking through google. I even found some on This forum.If it still does not work. Then i'm stumped.[/quote]-by Adamhully[url=http://www.halflife2.net/forums/showpost.php?p=2725507&postcount=4][U]Fixing Low Texture Resolution in Hammer[/U][/url][quote=Shrinker]1. Use GCFScape to open "Steam\SteamApps\base source engine 2.gcf" and locate bin\dxsupport.cfg2. Extract that file to SourceSDK\bin\orangebox\bin\3. edit the file and change the line"ConVar.mat_picmip" "2"to"ConVar.mat_picmip" "-1"[/quote]-by Shrinker[url=http://www.facepunch.com/showthread.php?t=206192][U]How to: Get the logical viewport again[/U][/url][quote]If you are missing the logical viewport, don't worry you can get it back.You can set any of the viewports to it with the registry.[code][HKEY_CURRENT_USER\Software\Valve\Hammer\Splitter]"DrawType0,0"=dword:0000000a[/code][/quote]-by JintoRestoration of the Hammer Undo/Redo Toolbar[quote=Terrenteller]To restore the Undo/Redo bar:1. If Hammer is running, exit.2. Open the Run prompt.3. Enter in "regedit".4. Navigate to HKEY_CURRENT_USER / Software / Valve / Hammer / Barstate-Bar15. Locate a key "Visible". It should have a value "0".6. Change the value to "1".7. Run Hammer. The bar should be located in the middle of the Hammer window.[/quote]-Submitted by Terrenteller[url=http://www.facepunch.com/showpost.php?p=16482883&postcount=23][U]Large Address Aware VRAD[/U][/url][quote=The Pro]VRAD will become unstable and crash at around 1.5GB RAM usage due to the 32Bit program RAM usage limit.You can fix the problem by either compiling a 64Bit version or enabling LAA (Large Address Aware, 3GB max RAM usage on a 32Bit OS, 4GB on a 64Bit OS) by downloading Visual Studio (There is a free version on the microsoft site) and following these instructions:Go to the folder containing vrad.exe (it's in the compile log you schmuck)Make a copy of vrad.exe and re-name it to vrad_LAA.exeOpen the VS Command Line Interface (Start>All Programs>Visual Studio) and use the cd command to change directory (use quotes for the directory) to where-ever vrad_LAA.exe is locatedEnter - [B]Editbin /LARGEADDRESSAWARE vrad_LAA.exe[/B]Go to the Hammer Compile/Game Options Menu (Or your .bat files or batch compile starter if you use that) and change the VRAD .exe name to the new .exe name which is vrad_LAA.exeWatch titular content for the 10-40 minutes it takes to compile your mapI assume you have at least 4GB RAM.[/quote]-by The Pro[url=http://www.facepunch.com/showthread.php?t=890856][U]Half-Life 2 Official Maps List with Screens[/U][/url][quote][url=http://www.facepunch.com/showpost.php?p=20066942&postcount=1]Half-Life 2 (Part 1)[/url][url=http://www.facepunch.com/showpost.php?p=20066951&postcount=2]Half-Life 2 (Part 2)[/url][url=http://www.facepunch.com/showpost.php?p=20082974&postcount=14]Half Life 2: Episode One[/url][url=http://www.facepunch.com/showpost.php?p=20103906&postcount=21]Half Life 2: Episode Two[/url][/quote]-by dj_nightRandom automated events using logic entities.[quote=filipegroh]1. Spawn a logic_timer 1.2. Set Use Random Time to YES 1.3. Make sure start disabled is NO2. Create a logic_relay 2.1 Name it relay13. Create a logic_case 3.1 Name it case14. Now create your events, they can be sounds that will be played, other relays that shall be triggered, anything you want!-Ouputs 1-logic_timer: Ontimer | relay1 | Trigger | 0.00 | No 2-logic_relay: Ontrigger | case1 | pickrandom | 0.00 | No 3-logic_case: OncasexxThe timer will trigger the relay, and the logic_case, at a random interval, defined on its properties. The relay is just our middleman here. The logic case will then be forced to pick a random case from any of its outputs, keep in mind that it only selects outputs that are assigned to something. This allows you to do any random events you want.[/quote]-Submitted by filipegroh
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  • VII. Informative Morsels --- If a game does not have a title, the game will crash if told to display it. (Reportedly EP2) A logic_auto Disabling a point_viewcontrol OnMapSpawn without the logic_auto first Enabling it (haven't tried Enabling by other means) crashes the game (EP2). An NPC set as Efficient won't properly playback scripted/choreographed scenes (such as staring off in one direction, won't blink, and won't move on cue). In code, light_environment is derived from light, so it can be given any input light can. The default .fgd files are not complete and lack various entities and properties. [url=http://developer.valvesoftware.com/w/index.php?title=Special:WhatLinksHere&target=This_Feature_is_Not_Available_by_Default][List][/url] The more square a texture is, the more efficient it is to draw. (Source? Last seen on VDC) The grid size is represented by a signed integer and is not limited to positive power of two values. Only positive numbers will draw correctly. Hammer's grid boundaries can be changed by an .fgd. The engine still retains its hardcoded limits. The Undo/Redo bar is the only toolbar that cannot be toggled/recovered from within Hammer. "mapversion" is defined twice in a .vmf. In CS:S, momentary_rot_button only fires its Position output when it stops rotating. In Hammer, with the Selection Tool, holding down the primary mouse button will cycle through the objects under the mouse. PageUp/PageDown do the same. Named light entities only cast direct lighting. Smoothing groups don't smooth light cast by named light entities; however, they do smooth direct lighting. When encountered by VBSP, positive floating point lightmap scale values are rounded down to the nearest integer. Zero will default to 16. Negative values default to 1. Faces whose material cannot be found by VBSP will not have lightmaps generated and will not be drawn correctly with mat_luxels enabled. [quote=Robin Walker (Valve)]Oh, and I checked out the ent data limit, and it turns out there really isn't one. VBsp is warning you that it's "full" because it's getting close to 384k, which was a size we considered a reasonable amount of ent data. Even though it uses 384k for reporting, it doesn't use that as a limit. It will go ahead and allocate as much memory as you need.[/quote] Two models can be loaded at once into Hammer's VGUI Model browser by left clicking the first one then right clicking the second one.
  • Avatar of Terrenteller
  • VIII. F.A.Q. / Common Problems --- Q: Water doesn't show up. It acts like it's there, but is not visible. A: The map probably has a leak. [url=http://developer.valvesoftware.com/wiki/Leak][About Leaks][/url] If not, make sure VVIS and VRAD are run completely. Q: The compile log reports a leak, but it doesn't say what's leaking. A: At least one entity is needed for VBSP to try and determine the "inside" of your map. If you don't have any, it can't, thus a generating a leak error without a referenced object. (A pointfile will not be created by this kind of leak.) Q: What is a leak? A: [url=http://developer.valvesoftware.com/wiki/Leak][About Leaks][/url] Q: In CS:S, I get a "Both teams are full" message and I'm the only player. A: The spawn points are probably touching something, or none were placed. [url=http://developer.valvesoftware.com/wiki/Both_Teams_are_Full_error][Link][/url] Q: "MountAppFilesystem() failed: SteamMountAppFilesystem(...)failed with error 21: different version of this FS is already in use." A: Run the game and map manually rather than leaving it to Hammer. Q: "Failed to load the Launcher.dll. The specified module could not be found." A: Try Refreshing SDK Content. If that doesn't work, run the game that the map is for once. If that doesn't fix the problem next compile, run the game and map manually. Q: How can I include custom content in my map? A: Use Pakrat. [url=http://www.geocities.com/cofrdrbob/pakrat.html][Link][/url] Q: The game crashes while loading the map. A: There could be numerous reasons for this. Displacements, props, env_fire, and func_useableladder seem to be most notable. If the offending object(s) are proving difficult to pin down, use the Cordon Tool to test sections of the map until the offending object is found. Q: How do I change the skybox texture? A: [list=1] [*]Map / Map Properties... [*]Change the "SkyBox Texture Name" keyvalue. [url=http://developer.valvesoftware.com/wiki/Sky_list][Sky List][/url] [/list] Q: Some of my textures are flashing/flickering or are black from certain angles. A: Check to see if any of the used textures have "prop" or "model" in the name. These materials won't function correctly on world brushes, however, they may work on a func_brush. Refraction materials will not work on world brushes and will appear black from every angle. Use the refraction material on the face of a brush entity, such as func_brush, for proper rendering. Q: "No such variable '$hdrbasetexture' for material '...'" A: VBSP expects an HDR compliant skybox to be used. If one isn't, VBSP will complain. This can generally be ignored. Q: "Can't load skybox file ... to build the default cubemap!" A: This error usually follows VBSP's HDR complaint (above). This can generally be ignored. Q: Some props don't show up in in-game. A: Some props can't function as some prop types. A model made to function as a prop_static might not function as a prop_physics. It can be forced to do so by using the prop_physics_override entity. Check the VBSP section of your compile log for further explanation. Q: How can other game's entities be added to the list of entities? A: Add the game's .fgd file. [list=1] [*]Tools / Options... [*]Next to "Game Data files", click "Add". [*]Select the desired game file. [/list] Q: What are Source's limits? A: [url=http://img143.imageshack.us/img143/5521/hammerlimitspicturedb3.jpg][Picture][/url] (Image by 1Duck) Q: My reflections are messed up. Q: Everything has a purple and black checkerboard tint. A: Have you minimized the game? Doing this can mess up cubemap reflections. Have you included any or enough env_cubemap entities in your map? Have you built the cubemaps? Have you restarted the game after doing so? [url=http://developer.valvesoftware.com/wiki/Cubemaps][About Cubemaps][/url] Q: The command failed. Windows reported the error: "The system cannot find the file specified." A: This is usually a tell-tale sign of some other error crashing your map. Search the log for errors, or run it through the compile log checker. [url=http://www.interlopers.net/index.php?page=errors][Link][/url] Q: VVIS is taking too long. Q: VVIS is stuck on "9...". A: The map is probably poorly optimized, or the map is just very complex. [url=http://www.student.ru.nl/rvanhoorn/optimization.php][Optimization Guide][/url] Q: Phys maps are broken. A: This is caused by how the new engine handles physics. The only option is to run the map in an old engine game. Q: How do I configure Hammer for GMod? A: GMod can run maps from most Source games. Pick the game configuration that is most relevant to your desires. Q: Things fall through displacements. Q: Displacements are not solid. A: This happens when the HL2 Hammer configuration is used. In expert compile, add the "-novirtualmesh" parameter to VBSP. [url=http://i33.photobucket.com/albums/d62/CDBarrett_GMod/nomesh.jpg][Picture][/url] (Click on "Expert..." at the bottom of the Run Map window.) Q: When I try to find a World Model for a prop, Hammer crashes. Q: My Model Browser doesn't work. A: This problem should have been fixed. If you still have this issue, follow these instructions: [list=1] [*]Tools / Options... [*]Click on the "General" tab. [*]Uncheck "Use VGUI model browser". [/list] Q: In CS:S, my ambient_generics stop playing after the first round. A: [url=http://www.editlife.net/tutorial.php?tutid=39#sounds][Link][/url] Q: When running Hammer, it shows up on the Taskbar and in the processes list, but I can't find the window. Q: When opening the material browser, Hammer stops responding. A: The window is probably opening off-screen. (If you use different/multiple monitors, this can happen.) Right click on Hammer's Taskbar button and select "Move". Use the arrow keys to move the window back onto the monitor. The cursor should relocate itself as close to the window as it can while still remaining on the desktop. Q: In-game, there are dark regions where my displacements intersect. A: This is occasionally caused by running VRAD on Fast. If that is not the case, make sure only the faces of a brush that need to be displacements actually are displacements. Q: The skybox textures are stretched/distorted. A: Add "_hdr" to the end of the skybox name in Hammer. Q: When opening the SDK, the message "No game configurations available" appears. A: [list=1] [*]On the SDK, click "Reset Game Configurations". [*]Close the SDK. [*]Run the game whose configuration you will be using. [*]Once the game's menu screen has loaded, exit. [*]Run the SDK. [/list] Q: "EnumerateApp( 420 ) failed: SteamEnumerateApp(...) failed with error 1: Failed to create key HKEY_CURRENT_USER\Software\Valve\Steam\Beta" A: Restart Source SDK. Q: Source SDK stuck at "Validating: 100%". A: Source SDK needs to be reinstalled. (Remember to backup files.) Q: "Cache Needs Repair" or "Cache Needs Decryption" A: [list=1] [*]Shutdown Steam by choosing Exit from the Steam task bar icon menu. [*]Restart Steam. [*]Run Half-Life: 2 from the Steam Play Games window. [*]If the problem is not resolved, repeat these steps running Counter-Strike: Source and Half-Life 2: Deathmatch. [/list] Q: Faceposer crashes with a "shaderapidx9.dll" error. A: [url=http://forums.facepunchstudios.com/showthread.php?t=607028][Link][/url] (Also listed under User Submitted Content.)
  • Avatar of Terrenteller
  • IX. Mapping Jargon --- [url=http://developer.valvesoftware.com/wiki/World_brush][U]World Brush[/U][/url] - A solid that isn't tied to any entity. [url=http://developer.valvesoftware.com/wiki/World_brush][U]Brush Entity[/U][/url] - An entity that uses the geometric properties of a brush or group of brushes for a particular effect. [url=http://developer.valvesoftware.com/wiki/Func_detail][U]Func_detail[/U][/url] - A brush entity that acts exactly like a world brush, but isn't handled by VVIS. [Link] [url=http://developer.valvesoftware.com/wiki/Point_entity][U]Point Entity[/U][/url] - An entity that exists at a single point. [url=http://developer.valvesoftware.com/wiki/Leak][U]Leak[/U][/url] - Occurs when the "inside" of the map is exposed to the "void". Displacements and transparent brushes will not seal the map. [url=http://developer.valvesoftware.com/wiki/Parenting][U]Parenting[/U][/url] - Attaching one object to another in a hierarchy. [url=http://developer.valvesoftware.com/wiki/Material_proxies][U]Material Proxy[/U][/url] - Command(s) written into a .vmt for various effects. (Scrolling, animation, etc.) [url=http://developer.valvesoftware.com/wiki/Visgroup][U]Grouping[/U][/url] - Turning a selection of objects into a single mass that can moved as one object. [url=http://developer.valvesoftware.com/wiki/Visgroup][U]Visgroup[/U][/url] - Automatic or user defined visibility groups that can be enables and disabled to control what is shown, both in Hammer and after compile. [url=http://developer.valvesoftware.com/wiki/Prefab][U]Prefab[/U][/url] - A premade setup that can be saved. [url=http://developer.valvesoftware.com/wiki/Lightmap][U]Lightmap[/U][/url] - The luxel grid and density of a brush face defining light resolution. [url=http://developer.valvesoftware.com/wiki/Lightmap][U]Luxel[/U][/url] - Lightmap pixel. [url=http://developer.valvesoftware.com/wiki/Displacement][U]Displacement[/U][/url] - A brush face turned into a triangular mesh that can be freely sculpted. [url=http://developer.valvesoftware.com/wiki/Glowing_textures][U]Texlight[/U][/url] - A texture that is capable of emitting light. [url=http://developer.valvesoftware.com/wiki/Hammer_Cordon_Usage][U]Cordon Tools[/U][/url] - A simple tool that can aid greatly in pinning down hard to find problems, testing certain parts of a map, or when trying to clear unwanted clutter from the screen. Similar to Visgrouping. [url=http://developer.valvesoftware.com/wiki/LOD][U]LOD[/U][/url] - Level of Detail - The quality of a model at different distances. The quality of a texture for different DX levels. [url=http://developer.valvesoftware.com/wiki/Mip_mapping][U]MIP Mapping[/U][/url] - LOD, for textures. [url=http://developer.valvesoftware.com/wiki/Vrad][U]Fullbright[/U][/url] - Everything appears at maximum brightness. [url=http://developer.valvesoftware.com/wiki/Cubemap][U]Cubemaps[/U][/url] - Reflections built by env_cubemap entities. [url=http://developer.valvesoftware.com/wiki/Hdr][U]HDR[/U][/url] - High Dynamic Range (Dynamic Tonemapping) - Used for more realistic lighting effects by virtually mimicking the eye's iris. [url=http://developer.valvesoftware.com/wiki/Soundscape][U]Soundscape[/U][/url] - A set of sounds. [url=http://developer.valvesoftware.com/wiki/Normal_Maps][U]Normalmap[/U][/url] - A texture used to control how light is refracted. [url=http://www.bitmanagement.com/developer/contact/examples/textures/FieldstoneBumpDOT3.jpg][Example][/url] [url=http://developer.valvesoftware.com/wiki/Du/dv_maps][U]Du/Dv Map[/U][/url] - A texture used to control how light is refracted. Superseded by normalmapping. [url=http://www.gametutorials.com/Articles/RealisticWater_files/image012.jpg][Example][/url] [url=http://en.wikipedia.org/wiki/Bump_mapping][U]Bumpmap[/U][/url] - A texture used to affect how light is refracted. Superseded by Du/Dv mapping. [url=http://pages.zoom.co.uk/nick.towers/tutorials/skin_tutorial/skin_tutorial_images/skin_nor.jpg][Example][/url] [url=http://developer.valvesoftware.com/wiki/Glview][U]Glview[/U][/url] - Portal file (.prt) viewer. [url=http://developer.valvesoftware.com/wiki/Game_Directory#Using_VConfig_to_set_the_game_directory][U]VConfig[/U][/url] - Sets SDK game configurations. [url=http://developer.valvesoftware.com/wiki/Source_SDK_release_notes_archive#General_new_features][U]VBSPINFO[/U][/url] - Can provide information on a .bsp. [url=http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation#Creating_the_auxiliary_skybox_files][U]SPLITSKYBOX[/U][/url] - Splits a .PFM skybox into its component parts. [url=http://developer.valvesoftware.com/wiki/Vbsp][U]VBSP[/U][/url] - Compiles a .vmf into a .bsp. [url=http://developer.valvesoftware.com/wiki/Vvis][U]VVIS[/U][/url] - Compiles map rendering and visibility data. Won't run if the map has a leak. Speed is largely based on how optimized the map is. [url=http://developer.valvesoftware.com/wiki/Vrad][U]VRAD[/U][/url] - Computes the static lighting in the map. Won't perform bounce calculations if VVIS doesn't run. Speed is based on lightmap levels, number of lights, RAM, and CPU. [url=http://developer.valvesoftware.com/wiki/Vtex][U]VTEX[/U][/url] - Converts .tga to .vtf. [url=http://developer.valvesoftware.com/wiki/VTF2TGA][U]VTF2TGA[/U][/url] - Converts .vtf to .tga. [url=http://developer.valvesoftware.com/wiki/Vmf][U].vmf[/U][/url] - Valve Map File - The file type Hammer uses to save, load, and edit a map. Compiling results in a .bsp. [url=http://developer.valvesoftware.com/wiki/VMX][U].vmx[/U][/url] - A backup .vmf. [url=http://developer.valvesoftware.com/wiki/Bsp][U].bsp[/U][/url] - Binary Space Partition - The file type Source uses as a game level. [url=http://developer.valvesoftware.com/wiki/Patching_levels_with_lump_files][U].lmp[/U][/url] - Lump - Part of a BSP file. [url=http://developer.valvesoftware.com/wiki/Vtf][U].vtf[/U][/url] - Valve Texture Format - Valve's image format. [url=http://developer.valvesoftware.com/wiki/Vmt][U].vmt[/U][/url] - Valve Material Type - Defines how the engine should use a .vtf. [url=http://developer.valvesoftware.com/wiki/Fgd][U].fgd[/U][/url] - Forge Game Data - Hammer entity reference. [url=http://developer.valvesoftware.com/wiki/Gcf][U].gcf[/U][/url] - Game Data File - Mass file collection. Maps, models, textures, etc. are found in this file. [url=http://developer.valvesoftware.com/wiki/Ncf][U].ncf[/U][/url] - No Cache File - Like a GCF, but contains no data. [url=http://developer.valvesoftware.com/wiki/Vpk][U].vpk[/U][/url] - Successor of GCF and NCF. [url=http://developer.valvesoftware.com/wiki/Pts][U].pts[/U] or [U].lin[/U][/url] - Pointfile - A file created by VBSP when a leak is found. When loaded, a line is drawn from the void to the leaking object. [url=http://developer.valvesoftware.com/wiki/PRT][U].prt[/U][/url] - Portal File - Generated by VBSP and used by VVIS. Can be viewed with Glview. .log - Log file. [url=http://developer.valvesoftware.com/wiki/Detail_Props][U].vbsp[/U][/url] - A file handled by VBSP for random placement of detail props and sprites. [url=http://developer.valvesoftware.com/wiki/Glowing_textures#.rad_files][U].rad[/U][/url] - Radiosity - A file handled by VRAD defining texlight values. [url=http://developer.valvesoftware.com/wiki/Dem][U].dem[/U][/url] - Recorded demo file (not a video format) or digital elevation model. [url=http://developer.valvesoftware.com/wiki/Nav][U].nav[/U][/url] - Navigation Mesh (CS:S) - Contains Bot navigation information. [url=http://developer.valvesoftware.com/wiki/AIN][U].ain[/U][/url] - Nodegraph - Contains NPC navigation information. [url=http://developer.valvesoftware.com/wiki/CFG][U].cfg[/U][/url] - Configuration file. [url=http://developer.valvesoftware.com/wiki/CTX][U].ctx[/U][/url] - ICE Encrypted File - Typically used for encrypted scripts. [url=http://developer.valvesoftware.com/wiki/L4D2_Vscripts][U].nut[/U] or [U].nuc[/U][/url] - Squirrel script. [url=http://developer.valvesoftware.com/wiki/Particle_system][U].pcf[/U][/url] - Particle Configuration File - Contains particle information. [url=http://developer.valvesoftware.com/wiki/VCD][U].vcd[/U][/url] - Valve Choreography Data - Contains NPC interaction information. [url=http://developer.valvesoftware.com/wiki/SMD][U].smd[/U][/url] - Studiomdl Data - Valve's model source file format. [url=http://developer.valvesoftware.com/wiki/Qc][U].qc[/U][/url] - Quake C - SMD compilation script. [url=http://developer.valvesoftware.com/wiki/Mdl][U].mdl[/U][/url] - Model - A model file. [url=http://developer.valvesoftware.com/wiki/PHY][U].phy[/U][/url] - Contains .mdl collision data. [url=http://developer.valvesoftware.com/wiki/ANI][U].ani[/U][/url] - Contains .mdl animation data. [url=http://developer.valvesoftware.com/wiki/VTX][U].vtx[/U][/url] - Contains .mdl mesh strip data. (Comes in a variety of extension flavors.) [url=http://developer.valvesoftware.com/wiki/VVD][U].vvd[/U][/url] - Contains .mdl vertex data. .bik - Bink Video - Used for start-up videos. [url=http://developer.valvesoftware.com/wiki/Res][U].res[/U][/url] - Resource List - Directs the server to push arbitrary files to connecting clients. .dct - Dictionary file.
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  • X. Helpful Programs & Files --- [url=http://www.allegorithmic.com/][B][U]Allegorithmic[/B][/U][/url] [list] [*][url=http://www.mapzoneeditor.com/]Map Zone Editor[/url] [/list] [url=http://nemesis.thewavelength.net/index.php?p=1][B][U]Nem's Tools[/U][/B][/url] (Note: This site seems to go down often. If it can't be opened, try again later.) [list] [*][url=http://nemesis.thewavelength.net/index.php?p=2]Batch Compiler[/url] [*][url=http://nemesis.thewavelength.net/index.php?p=45]Crafty[/url] [*][url=http://nemesis.thewavelength.net/index.php?p=8]Terrain Generator[/url] [*][url=http://nemesis.thewavelength.net/index.php?p=25]GCFScape[/url] [*][url=http://nemesis.thewavelength.net/index.php?p=40]VTFCmd / VTFEdit / VTFLib[/url] [/list] [url=http://www.riintouge.com/][B][U]Riintouge[/B][/U][/url] [list] [*][url=http://www.riintouge.com/Source_Icon_Set/source_icon_set.zip]Source Icon Set[/url] [*][url=http://www.riintouge.com/VIDE/]VIDE[/url] [/list] [url=http://www.bagthorpe.org/bob/cofrdrbob/][B][U]Rof's Tools[/U][/B][/url] [list] [*][url=http://www.bagthorpe.org/bob/cofrdrbob/entspy.html]Entspy[/url] [*][url=http://www.bagthorpe.org/bob/cofrdrbob/pakrat.html]Pakrat v.95[/url] [list] [*][url=http://www.halfwit-2.com/?page=resources&action=view&item=15]Using Pakrat[/url] [/list] [*][url=http://www.bagthorpe.org/bob/cofrdrbob/vmex.html]VMEX v.98e[/url] [/list] [B][U]Miscellaneous[/U][/B] [list] [*][url=http://www.dualheights.se/caustics/]Caustics Generator[/url] [*][url=http://www.violator.eclipse.co.uk/disped/]DispEd[/url] [*][url=http://www.chaosincarnate.net/cannonfodder/cftools.php?program=dispgen]DispGen[/url] [list] [*][url=http://www.editlife.net/tutorial.php?tutid=59]Using DispGen[/url] [/list] [*][url=http://forums.facepunchstudios.com/showthread.php?t=482119]Forest Melon Map Exporter[/url] [list] [*][url=http://www.gimmik.net/terrenteller/Encyclopedia/Tools/Forest%20Melon%20v1.5.zip]Forest Melon v1.5[/url] [/list] [*][url=http://deathbynukes.us.to/releases/#Tools]Hacked VBSP Compiler[/url] [*][url=http://gl.ict.usc.edu/HDRShop/]HDR Shop[/url] [*][url=http://www.irfanview.com/]Irfanview[/url] [list] [*][url=http://www.irfanview.com/plugins.htm]Plug-ins[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/Notepad%2B%2B_VDF_languages]Notepad++ VDF Languages[/url] [*][url=http://developer.nvidia.com/object/photoshop_dds_plugins.html]nVidia NormalMap Photoshop Plugin[/url] [*][url=http://developer.valvesoftware.com/wiki/Packbsp]PackBsp[/url] [*][url=http://developer.valvesoftware.com/wiki/Photoshop_VTF_Plugin]Photoshop VTF Plugin[/url] [*][url=http://ssbump-generator.yolasite.com/]SSbump Generator 5.1 w/ CUDA[/url] [*][url=http://www.bpeers.com/software/texsynth/]TexSynth[/url] [*][url=http://www.users.on.net/~imperialcarp/Twister/Twister.html]Twister[/url] [*][url=http://deathbynukes.us.to/files/vclick.rar]VALVe File Menus[/url] [*][url=http://www.wunderboy.org/sourceapps.php#vtf_shell]VTF Shell Extensions[/url] [/list]
  • Avatar of Terrenteller
  • XI. Extra Content --- If any of these links go down, check [url=http://www.gimmik.net/terrenteller/Encyclopedia/]this mirror[/url]. Lua [list] [*][url=http://wiki.garrysmod.com/?title=Func_antinoclip]Func_antinoclip[/url] [*][url=http://wiki.garrysmod.com/?title=Func_gravity]Func_gravity[/url] [*]Trigger_adminroom (Requesting File/Link) [*][url=http://wiki.garrysmod.com/?title=Trigger_serverconnect]Trigger_serverconnect[/url] [/list] Prefab [list] Artillery Gun (Requesting File/Link) [*][url=http://www.gimmik.net/terrenteller/Encyclopedia/Prefabs/hmmwv_minigun.rar]Hmmwv Minigun[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=54758]Combine Gun[/url] [*][url=http://www.mediafire.com/?nkgxetzgtzd]Laser Cannon[/url] [*][url=http://www.fpsbanana.com/prefabs/1019]Machine Gun[/url] [*][url=http://www.gimmik.net/terrenteller/Encyclopedia/Prefabs/radio_object_prefab.zip]Switchable Radio[/url] [*][url=http://www.gimmik.net/terrenteller/Encyclopedia/Prefabs/protector.zip]VMEX Decompile Protect[/url] [/list] Model [list] [*][url=http://dystopia-game.com/forum/viewtopic.php?t=12769]Dystopia Prop Pack[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=16193]Foliage Pack[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=65557]Fortification Props[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=16932]Insurgency Mod Content Part 1[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=16933]Insurgency Mod Content Part 3[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=17012]Insurgency Mod Content Version 2[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=42670]Get a Life Mod Content Part 1[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=42671]Get a Life Mod Content Part 2[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=42674]Get a Life Mod Content Part 3[/url] [/list] Texture [list] [*][url=http://www.garrysmod.org/downloads/?a=view&id=30145]198 Mapping Textures[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=30165]25 House Related Materials[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=30155]63 More Mapping Textures[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=17881]AtomTextures Pack[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=32273]Basic Texture Pack[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=27467]Camouflage Materials[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=20027]Cartoon Texture Pack[/url] [*][url=http://www.gimmik.net/terrenteller/Encyclopedia/Materials/Skybox/Caskami%20Skybox%20Pack.zip]Caskami Skybox Pack[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=32819]Chrisknyfe's Water Materials[/url] [*][url=http://deathbynukes.us.to/releases/filepages/Materials_Consoles.php]Computer Console Materials[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=11749]Custom Texture Pack 1.2[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=32440]Cyoob Texture Pack[/url] [*][url=http://dbn.exofire.net/releases/#MapperResources]DeathByNukes' Textures[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=32390]Dev Texture Pack[/url] [*][url=http://forums.tf2maps.net/downloads.php?do=file&id=801&act=down]Dev Textures Complete[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=1341]Doom 2 Texture Pack[/url] [*][url=http://darksideserver.cjb.net/files/gmod/dev.rar]GMod Compatible RT Monitor Materials[/url] [*][url=http://www.gimmik.net/terrenteller/Encyclopedia/Materials/Gm_Construct%20Water%20Pack.zip]Gm_Construct Water Pack[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=34222]Grass Texture[/url] [*][url=http://www.halfwit-2.com/?page=materials&filter=texture]Halfwit-2's Texture Links[/url] [list] [*][url=http://www.halfwit-2.com/materials/14/canvas.zip]Canvas Texture[/url] [*]CNCR04's Texture Packs [url=http://www.halfwit-2.com/materials/17/samplescncrbig.jpg][Sample][/url] [list] [*][url=http://www.halfwit-2.com/materials/17/cncr04sp1.zip]Pack 1[/url] [*][url=http://www.halfwit-2.com/materials/17/cncr04sp2.zip]Pack 2[/url] [*][url=http://www.halfwit-2.com/materials/17/cncr04sp3.zip]Pack 3[/url] [/list] [*][url=http://www.halfwit-2.com/materials/15/halflife.zip]Half Life 1 Textures[/url] [*][url=http://www.gimmik.net/terrenteller/Encyclopedia/House_Material_Pack_V1.zip]House Material Pack[/url] [*][url=http://www.halfwit-2.com/materials/16/materials.zip]Interior Materials[/url] [*][url=http://www.halfwit-2.com/materials/47/27597_measuregenericrecolours17.zip]Measure Generic Recolor[/url] [url=http://halfwit-2.com/materials/47/sampledev.jpg][Sample][/url] [*][url=http://www.halfwit-2.com/materials/49/starryskies.zip]Night Skies[/url] [*][url=http://www.halfwit-2.com/materials/6/nudel_glass.zip]Nudel's Refractive Glass textures[/url] [*][url=http://www.halfwit-2.com/materials/32/seven_skies.zip]Seven Skies Pack[/url] [url=http://www.halfwit-2.com/materials/32/sample.jpg][Sample][/url] [*][url=http://www.halfwit-2.com/materials/50/signsdecals.zip]Sign Decals[/url] [*][url=http://www.halfwit-2.com/materials/27/quake.zip]Quake Textures[/url] [/list] [*][url=http://www.garrysmod.org/downloads/?a=view&id=17222]HamiltonFed's Texture Pack[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=20436]HiddenMyst's Materials[/url] [*][url=http://www.gimmik.net/terrenteller/Encyclopedia/House_Material_Pack_V1.zip]House Material Pack[/url] [*][url=http://forums.facepunchstudios.com/showthread.php?t=522745]Oblivion Texture Pack[/url] [*][url=http://deathbynukes.us.to/releases/filepages/Materials_Industrial.php]Reactor Materials[/url] [*]Rory's Material Set [list] [*]EP1 Compatable Set (Requesting File/Link) [*][url=http://www.gimmik.net/terrenteller/Encyclopedia/Materials/Rorys_Material_Set.zip]Orange Box Compatable Set[/url] [/list] [*][url=http://www.gimmik.net/terrenteller/Encyclopedia/Materials/Skybox/seven_skies.rar]Seven Skies[/url] [*][url=http://www.facepunch.com/showthread.php?t=923190]Skylife Skyboxes[/url] [*][url=http://gimmik.net/terrenteller/Encyclopedia/Materials/Skybox/sky_black.zip]Sky_Black[/url] [*][url=http://gimmik.net/terrenteller/Encyclopedia/Materials/Skybox/sky_demo.zip]Sky_Demo[/url] [*][url=http://gimmik.net/terrenteller/Encyclopedia/Materials/Skybox/sky_midnight.zip]Sky_Midnight[/url] [*][url=http://gimmik.net/terrenteller/Encyclopedia/Materials/Skybox/sky_rapture.zip]Sky_Rapture[/url] [*][url=http://gimmik.net/terrenteller/Encyclopedia/Materials/Skybox/sky_starryishnight.zip]Sky_Starryishnight[/url] [*][url=http://gimmik.net/terrenteller/Encyclopedia/Materials/Skybox/sky_starrymoon.zip]Sky_Starrymoon[/url] [*][url=http://gimmik.net/terrenteller/Encyclopedia/Materials/Skybox/sky_starrynight.zip]Sky_Starrynight[/url] [*][url=http://garrysmod.org/downloads/?a=view&id=47221]Smurfy's Magical Clean Road Texture Pack[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=18775]S.T.A.L.K.E.R. Textures Part 1[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=18781]S.T.A.L.K.E.R. Textures Part 2[/url] [*][url=http://www.gimmik.net/terrenteller/Encyclopedia/Materials/StarWars_Reuploaded_04April09_NewVersionSoon.rar]Star Wars / SCI-FI Textures[/url] [*][url=http://deathbynukes.us.to/releases/filepages/Materials_Starfield.php]Starfield Materials[/url] [*]Stene's Texture Packs [list] [*][url=url=http://www.garrysmod.org/downloads/?a=view&id=14186]Pack 1[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=45800]Pack 2[/url] [/list] [*][url=http://www.garrysmod.org/downloads/?a=view&id=20589]Third Party Materials[/url] [*][url=http://www.garrysmod.org/downloads/?a=view&id=14462]Tile Pack V2[/url] [*][url=http://www.gimmik.net/terrenteller/Encyclopedia/Materials_v1.zip]Various Materials[/url] [*][url=http://www.gimmik.net/terrenteller/Encyclopedia/Materials_v1_Addon_1.zip]Various Materials Addon[/url] [*][url=http://forums.tf2maps.net/downloads.php?do=file&id=263&act=down]Venetian Blinds[/url] [*][url=http://www.gimmik.net/terrenteller/Encyclopedia/Materials/Water_Ripple_normal.zip]Water Glass Ripple[/url] [*][url=http://www.gimmik.net/terrenteller/Encyclopedia/Materials/Waterfall_normal.zip]Waterfall Materials[/url] [/list] Texture Source[url=http://www.obsidianconflict.net/forums/viewtopic.php?t=2050][/url] [list] [*][url=http://www.2textured.com/main.php]2Textured[/url] - Large selection of textures, mostly photo based. [*][url=http://www.3d-rekonstruktionen.de/downloads/]3D-Rekonstruktionen[/url] - Textures for roof, brick, floor, glass, sandstone, and others. [*][url=http://www.3delyvisions.com/skf1.htm]3delyvisions[/url] - Skyboxes. [*][url=http://www.3dimplant.com/images.php]3dimplant[/url] - Medium collection. [*][url=http://web.archive.org/web/20050818074227/www.3dref.com/textures.html]3Dref[/url] - Slow site because of archive. Wide selection of textures. [*][url=http://www.accustudio.com/index.php?option=com_phocagallery&view=category&id=1&Itemid=77]Accustudio[/url] - Nice selection of medium resolution photo based (mostly) textures. [*][url=http://www.allgraphicdesign.com/textures.html]Allgraphicdesign[/url] - Various textures. [*][url=http://amazingtextures.com/textures/index.php]Amazingtextures[/url] - A beautiful texture library that has hundreds of free textures to download, high-resolution textures, images, backgrounds, wallpapers and texture maps. Check out their massive collection of Tiled Textures or see their users' Top Textures. [*][url=http://archibase.net/textures?category=0&page=2401]Archibase[/url] - Huge selection of textures of varying resolutions. [*][url=http://www.archivetextures.net/]Archivetextures[/url] - Over 3500 free quality textures for download. [*][url=http://www.backbone-cg.com/]Backbone-CG[/url] - Nice collection of medium resolution photobased textures. [*][url=http://www.bencloward.com/resources_textures.shtml]Ben Cloward[/url] - Good selection of photo based textures, with a few high resolution bump/normal/diffuse textures. [*][url=http://www.blender3d.ch/frozenmist/index.php?dir=]Blender3D[/url] - Good selection of medium to low resolution photo based textures. [*][url=http://boogaholler.com/cgi-bin/textures.pl]BoogaHoller[/url] - These can be used as 3D model surfaces, backgrounds or to hang on your wall. For seamless textures. [*][url=http://www.cgarena.com/freestuff/textures/textures.html]CGArena[/url] - You can download free textures from CGArena to use in your projects. [*][url=http://www.cgtextures.com/]CGTextures[/url] - Not tileable. [*][url=http://www.change-books.com/free-art-textures/]Change-Books[/url] - Free textures including textures of Metal, Stone, Wood, Textiles... [*][url=http://www.cinema4duser.com/dltex_handmade.html]Cinema4DUser[/url] - Several great textures with bump maps. [*][url=http://www.fatstrawberry.com/]Fat Strawberry, The[/url] - Good selection of fabric textures varying resolutions. [*][url=http://www.filterforge.com/]FilterForge[/url] - A lot of seamless textures. [*][url=http://fpsbanana.com/]FPSBanana[/url] - Various textures. [*][url=http://free3dstextures.com/]Free3DSTextures[/url] - A free online resource for high quality, large resolution textures. [*][url=http://www.dougturner.net/blendersite/]Free Texture Site[/url] - Great selection of high resolution textures. [*][url=http://www.freetextures.org/]Free textures[/url] - Good selection of medium to high resolution photo based textures. [*][url=http://www.gameupdates.org/index.php?cat=11]Gameupdates[/url] - Over 1GB of texture packs and collections. Mostly from quake / unreal artists and mappers. Some backups of dead sites. [*][url=http://www.gamingtextures.com/]Gamingtextures[/url] - Paysite, can preview textures in medium quality. [*][url=http://www.grungetextures.com/gallery/]Grunge textures[/url] - Great selection of high resolution photo based textures. [*][url=http://www.highresolutiontextures.com/]High Resolution Textures[/url] - I guess the name says it all... [*][url=http://www.johnsolo.net/tex/tex.php]Johnsolo[/url] - Some textures there. [*][url=http://www.klicker.de/texture_stones.html]Klicker[/url] - A small selection of medium resolution textures. [*][url=http://www.ktn3d.com/index.htm]KTN3D[/url] - Great selection of low resolution textures. [*][url=http://www.lfgrafix.com/grafix/3dSkyInMot/SIMdex.html]Lfgrafix[/url] - Several 360 animated skies. [*][url=http://www.lostandtaken.com/]Lost and Taken[/url] - Some photo based textures, of quite high resolution. [*][url=http://www.lughertexture.com/index.php?option=com_frontpage&Itemid=1]Lugher Texture[/url] - Good selection of photo based textures of varying resolutions. [*][url=http://www.lynnart.net/textures/wood/]Lynnart[/url] - Various textures. [*][url=http://www.m3corp.com/a/download/index.htm]M3Corp[/url] - Good selection of medium resolution textures, bump, and opacity maps also. [*][url=http://mayang.com/textures/]Mayang[/url] - High quality and wide variety. [*][url=http://www.garagegames.com/mg/snapshot/view.php?qid=1517]Medieval textures pack[/url] - 52 game textures, 512x512 resolution. [*][url=http://www.mega-tex.nl/highqualitytextures/]Mega-tex[/url] - High quality brick textures. [*][url=http://www.noctua-graphics.de/english/fraset_e.htm]Noctua graphics[/url] - Good selection of medium to low resolution textures. [*][url=http://www.pawas.com/]Pawas[/url] - Small collection. [*][url=http://www.photoshoptextures.com/]Photoshoptextures[/url] - Wide collection of textures. [*][url=http://www.3dxtra.cygad.net/jumpnow.htm?sid=1e8eca4b8b9942d7fd99bc9285fabcaf&dyn=jump&eid=158&et=extern]PixelPoke[/url] - Good selection of seamless textures, medium resolution. [*][url=http://www.planit3d.com/source/texture_files/textures.html]Planit3d[/url] - Medium collection. [*][url=http://seamlesstexture.blogspot.com/]Seamless Textures[/url] - Some more textures. [*][url=http://stocktextures.com/index.php?mode=textures]Stock Textures[/url] - Good selection of photo based textures of varying quality. [*][url=http://www.stockvault.net/index.php]Stockvault[/url] - Medium collection. [*][url=http://www.texturearchive.com/]Texture Archive[/url] - Similar to CGTextures. [*][url=http://texturebarn.headfirstdm.com/]Texture Barn, The[/url] - Good selection of medium to high resolution photo based textures. [*][url=http://studio.planethalflife.gamespy.com/textures.asp]Texture Studio, The[/url] - Eight texture packs (unknown resolution). [*][url=http://www.texturewarehouse.com/gallery/]Texture Warehouse[/url] - Large selection of photo based textures. Varying resolutions. [*][url=http://texturebits.blogspot.com/]Texturebits[/url] - A blog of high resolution photo based textures. [*][url=http://www.texturehub.net/news.php]TextureHub[/url] - Small collection. [*][url=http://www.textureking.com/]TextureKing[/url] - Large selection of photo based textures of varying resolutions. [*][url=http://www.texturelove.com/textures/]Texturelove[/url] - Good selection of photo based textures of varying resolutions. [*][url=http://www.3dxtra.cygad.net/jumpnow.htm?sid=1e8eca4b8b9942d7fd99bc9285fabcaf&dyn=jump&eid=7165&et=extern]Texturenwelt[/url] - German - Good selection of medium to low resolution textures. [*][url=http://texturez.com/]Texturez[/url] - Great selection of high resolution photo based textures. [*][url=http://urbandirty.com/]UrbanDirty[/url] - Grunge, large collection. [*][url=http://www.wiley.com//legacy/compbooks/fleming/]Wiley[/url] - A small selection of medium resolution textures. [*][url=http://textures.z7server.com/]Z7server[/url] - Large collection of medium resolution photo based textures. [/list] Model & Texture [list] [*][url=http://dystopia-game.com/forum/viewtopic.php?t=14828]Dystopia Pack 1[/url] [*][url=http://dystopia-game.com/forum/viewtopic.php?t=13155]Dystopia Pack 2[/url] [/list] Model & Texture Source [list] [*][url=http://www.gaming-models.de/]Gaming-models[/url] [/list] Sound [list] [*][url=http://www.mediafire.com/file/ymxizbna0ge/projrun.zip]Film Projector Sounds[/url] [/list] Sound Source [list] [*][url=http://www.findsounds.com/]FindSounds[/url] [*][url=http://www.soundboard.com/Index.aspx]Soundboard[/url] [*][url=http://www.soundsnap.com/]Soundsnap[/url] [*][url=http://freesound.iua.upf.edu/]The Freesound Project[/url] [*][url=http://www.wavcentral.com/]WavCentral[/url] [*][url=http://www.webplaces.com/html/sounds.htm]WebPlaces[/url] [/list]
  • Avatar of Terrenteller
  • XII. VMT Data --- [U]Shaders[/U] "Aftershock" [list] [*]"Aftershock_dx9" [/list] "Bik" [list] [*]"Bik_dx80" [*]"Bik_dx81" [/list] "BufferClearObeyStencil" "Cable" [list] [*]"Cable_DX6" [*]"Cable_DX8" [*]"Cable_DX9" [/list] "Cloak" [list] [*]"Cloak_DX90" [/list] "Cloud" "Core" [list] [*]"Core_dx70" [*]"Core_DX80" [*]"Core_DX90" [/list] "DebugTangentSpace" "DebugTextureView" [list] [*]"DebugTextureView_dx9" [/list] "DecalBaseTimesLightmapAlphaBlendSelfIllum" [list] [*]"DecalBaseTimesLightmapAlphaBlendSelfIllum_DX6" [*]"DecalBaseTimesLightmapAlphaBlendSelfIllum_DX8" [*]"DecalBaseTimesLightmapAlphaBlendSelfIllum_DX9" [/list] "DecalModulate" [list] [*]"DecalModulate_dx6" [*]"DecalModulate_dx9" [/list] "Detail" "Engine_Post" "Eyeball" "EyeGlint" [list] [*]"EyeGlint_dx9" [/list] "EyeRefract" [list] [*]"EyeRefract_dx9" [/list] "eyes" [list] [*]"Eyes_dx6" [*]"Eyes_dx8" [*]"Eyes_dx9" [/list] "FilmDust_DX7" "FilmGrain_DX7" "floatcombine_autoexpose" "GooInGlass" "hsl_filmgrain_pass1" "hls_filmgrain_pass2" "Jellyfish" "LightmappedGeneric" [list] [*]"LightmappedGeneric_Decal" [*]"LightmappedGeneric_DX6" [*]"LightmappedGeneric_DX8" [*]"LightmappedGeneric_NoBump_DX8" [/list] "LightmappedReflective" [list] [*]"LightmappedReflective_DX90" [/list] "LightmappedTwoTexture" "Modulate" [list] [*]"Modulate_DX6" [*]"Modulate_DX8" [*]"Modulate_DX9" [/list] "MonitorScreen" [list] [*]"MonitorScreen_DX8" [*]"MonitorScreen_DX9" [/list] "MorphAccumulate" "MorphWeight" "MotionBlur" "Occlusion" "ParticleLitGeneric_DX9" "ParticleSphere" "Portal" [list] [*]"Portal_DX60" [*]"Portal_DX80" [*]"Portal_DX90" [/list] "PortalRefract" [list] [*]"PortalRefract_dx8" [*]"PortalRefract_dx9" [/list] "PortalStaticOverlay" [list] [*]"PortalStaticOverlay_DX60" [/list] "Predator" [list] [*]"Predator_DX60" [*]"Predator_DX80" [/list] "Refract" [list] [*]"Refract_DX60" [*]"Refract_DX80" [*]"Refract_DX90" [/list] "Rift_DX6" "Sample4x4_Blend" "screenspace_general" "SetZ" "ShadowBuild" "ShadowModel" "ShatteredGlass" [list] [*]"ShatteredGlass_DX7" [*]"ShatteredGlass_DX8" [/list] "Skin_DX9" "Sky" [list] [*]"Sky_dx6" [*]"Sky_DX9" [*]"Sky_HDR_DX9" [/list] "SplineRope" "Sprite" [list] [*]"Sprite_DX6" [*]"Sprite_DX8" [*]"Sprite_DX9" [/list] "Teeth" [list] [*]"Teeth_DX6" [*]"Teeth_DX8" [*]"Teeth_DX9" [/list] "UnlitGeneric" [list] [*]"UnlitGeneric_DX6" [*]"UnlitGeneric_DX8" [/list] "UnlitTwoTexture" [list] [*]"UnlitTwoTexture_DX6" [*]"UnlitTwoTexture_DX8" [*]"UnlitTwoTexture_DX9" [/list] "VertexLitGeneric" [list] [*]"VertexLitGeneric_DX6" [*]"VertexLitGeneric_DX7" [*]"VertexLitGeneric_DX8" [*]"VertexLitGeneric_NoBump_DX8" [/list] "VolumeClouds" [list] [*]"VolumeClouds_dx9" [/list] "VolumetricFog" "VortWarp" [list] [*]"VortWarp_DX7" [*]"VortWarp_dx8" [*]"VortWarp_DX9" [/list] "Water" [list] [*]"Water_DX60" [*]"Water_DX80" [*]"Water_DX81" [*]"Water_DX90" [*]"Water_DX9_HDR" [/list] "WindowImposter" [list] [*]"WindowImposter_DX60" [*]"WindowImposter_DX80" [*]"WindowImposter_DX90" [/list] "Wireframe" [list] [*]"Wireframe_DX6" [*]"Wireframe_DX8" [*]"Wireframe_DX9" [/list] "WorldTwoTextureBlend" [list] [*]"WorldTwoTextureBlend_DX6" [*]"WorldTwoTextureBlend_DX8" [/list] "WorldVertexAlpha" [list] [*]"WorldVertexAlpha_DX8" [/list] "WorldVertexTransition" [list] [*]"WorldVertexTransition_DX6" [*]"WorldVertexTransition_DX8" [*]"WorldVertexTransition_DX9" [/list] "WriteStencil" "WriteZ" (Functional? Use?) [U]Parameters[/U] "%compile2Dsky" "<bool>" "%compileclip" "<bool>" "%compileDetail" "<bool>" "%compilefog" "<bool>" "%compilehint" "<bool>" "%compileladder" "<bool>" "%compileNodraw" "<bool>" "%compileNoLight" "<bool>" "%compileNonSolid" "<bool>" "%compilenpcclip" "<bool>" "%compileorigin" "<bool>" "%compilepassbullets" "<bool>" "%compileplayercontrolclip" "<bool>" "%compileskip" "<bool>" "%compilesky" "<bool>" "%compileSlime" "<bool>" "%compileTeam" "<integer>" "%compiletrigger" "<bool>" "%compilewater" "<bool>" "%detailtype" "<detail_group_name>" "%keywords" "<list>" "%tooltexture" "<texture>" "$additive" "<bool>" "$alpha" "<float>" "$alphatest" "<bool>" "$AlphaTestReference" "<normal?>" "$bumpmap" "<texture>" [list] [*]"$bumpframe" "<integer>" [*]"$bumpoffset" "<normal?>" [*]"$bumpscale" "<float>" [*]"$bumptransform" "<matrix>" [/list] "$bumpmap2" "<texture>" [list] [*]"$bumpframe2" "<integer>" [*]"$bumpoffset2" "<normal?>" [*]"$bumpscale2" "<float>" [*]"$bumptransform2" "<?>" [/list] "$forcebump" "<bool>" "$ssbump" "<bool>" "$basetexture" "<texture>" [list] [*]"$basetextureoffset" "<normal>" [*]"$basetexturescale" "<normal>" [*]"$basetexturetransform" "<matrix>" [*]"$surfaceprop" "<choice>" [list] [*]advisor_shield [*]alienflesh [*]antlion [*]antlion_eggshell [*]antlionsand [*]armorflesh [*]bloodyflesh [*]boulder [*]brakingrubbertire [*]brick [*]canister [*]cardboard [*]carpet [*]cavern_rock [*]ceiling_tile [*]chain [*]chainlink [*]combine_glass [*]combine_metal [*]computer [*]concrete [*]concrete_block [*]crowbar [*]Default [*]default_silent [*]dirt [*]flesh [*]floating_metal_barrel [*]floatingstandable [*]foliage [*]glass [*]glassbottle [*]grass [*]gravel [*]grenade [*]gunship [*]hunter [*]ice [*]item [*]jalopy [*]jalopytire [*]jeeptire [*]ladder [*]metal [*]metal_barrel [*]metal_bouncy [*]Metal_box [*]metal_seafloorcar [*]metalgrate [*]metalpanel [*]metalvehicle [*]metalvent [*]mud [*]no_decal [*]paintcan [*]paper [*]papercup [*]plaster [*]plastic [*]plastic_barrel [*]plastic_barrel_buoyant [*]Plastic_Box [*]player [*]player_control_clip [*]popcan [*]porcelain [*]pottery [*]quicksand [*]rock [*]roller [*]rubber [*]rubbertire [*]sand [*]slidingrubbertire [*]slidingrubber_front [*]slidingrubber_jalopyfront [*]slidingrubber_jalopyrear [*]slidingrubber_rear [*]slime [*]slipperymetal [*]slipperyslime [*]snow [*]solidmetal [*]strider [*]tile [*]wade [*]water [*]watermelon [*]weapon [*]Wood [*]Wood_Box [*]Wood_Crate [*]Wood_Furniture [*]Wood_lowdensity [*]Wood_Panel [*]Wood_Plank [*]Wood_Solid [*]woodladder [*]zombieflesh [/list] [/list] "$basetexture2" "<texture>" [list] [*]"$basetextureoffset2" "<normal>" [*]"$basetexturescale2" "<normal>" [*]"$basetexturetransform2" "<matrix>" [*]"$surfaceprop2" "<choice>" [/list] "$blendmodulatetexture" "<texture>" "$cheapwaterstartdistance" "<float>" "$cheapwaterenddistance" "<float>" "$color" "<matrix>" "$crackmaterial" "<texture>" "$decal" "<bool>" [list] [*]"$decalfadeduration" "<float>" [list] [*]"$vertexcolor" "<bool?>" [/list] [*]"$decalfadetime" "<float>" [*]"$decalscale" "<float>" [*]"$decalsecondpass" "<?>" [*]"$modelmaterial" "<material>" [*]"$translucent" "<bool>" [/list] "$detail" "<texture>" [list] [*]"$detailblendfactor" "<normal>" [*]"$detailblendmode" "<bool>" [*]"$detailframe" "<integer>" [*]"$detailscale" "<float>" [*]"$detailtint" "<matrix>" [*]"$detail_alpha_mask_base_texture" "<bool?>" [/list] "$distancealpha" "<bool>" "<?>" "$envmap" "<texture>" [list] [*]"$basetexturenoenvmap" "<bool>" [*]"$basetexture2noenvmap" "<bool>" [*]"$envmapmask" "<texture>" [list] [*]"$basealphaenvmapmask" "<bool>" [*]"$envmapmaskframe" "<integer>" [*]"$envmapmaskscale" "<float>" [*]"$envmapmasktransform" "<matrix>" [*]"$normalmapalphaenvmapmask" "<bool>" [/list] [*]"$envmapcontrast" "<normal>" [*]"$envmapframe" "<integer>" [*]"$envmapmode" "<integer?>" [*]"$envmapoptional" "<choices>" [*]"$envmaptint" "<matrix>" [*]"$envmapsaturation" "<normal>" [/list] "$flesh" [list] [*]"$FleshBorderNoiseScale" "<float>" [*]"$FleshBorderSoftness" "<0.0 -- 0.5>" [*]"$FleshBorderTexture1D" "<texture>" [*]"$FleshBorderTint" "<matrix>" [*]"$FleshBorderWidth" "<normal?>" [*]"$FleshCubeTexture" "<texture>" [*]"$FleshDebugForceFleshOn" "<bool>" [*]"$FleshGlossBrightness" "<float?>" [*]"$FleshInteriorEnabled" "<bool>" [*]"$FleshInteriorNoiseTexture" "<texture>" [*]"$FleshInteriorTexture" "<texture>" [*]"$FleshNormalTexture" "<texture>" [*]"$FleshSubsurfaceTexture" "<texture>" [/list] "$forcerefract" "<bool>" "$fresnalpower" "<?>" "$glow" "<bool>" [list] [*]"$glowcolor" "<matrix>" [*]"$glowalpha" "<normal?>" [*]"$glowstart" "<?>" [*]"$glowend" "<?>" [*]"$glowx" "<?>" [*]"$glowy" "<?>" [/list] "$hdrbaseTexture" "<texture>" "$ignorevertexcolors" "<bool>" "$ignorez" "<bool>" "$lightwarptexture" "<texture>" "$maxlight" "<float>" "$minlight" "<float>" "$model" "<bool>" "$multipass" "<bool>" "$nocull" "<bool>" "$nodecal" "<bool>" "$nofog" "<bool>" "$normalmap" "<texture>" "$no_fullbright" "<bool>" "$outline" "<?>" "$receiveflashlight" "<bool>" "$scale" "<matrix>" "$scroll1" "<matrix>" "$scroll2" "<matrix>" "$seamless_scale" "<float>" "$selfillum" "<bool>" [list] [*]"$selfIllumFresnel" "<?>" [*]"$selfIllumFresnelMinMaxExp" "<?>" [*]"$selfillummask" "<texture>" [*]"$selfillumtint" "<matrix>" [*]"$selfillum_envmapmask_alpha" "<bool>" [/list] "$shadowdepth" "<float?>" "$softedges" "<bool>" [list] [*]"$edgesoftnessend" "<?>" [*]"$edgesoftnessstart" "<?>" [*]"$scaleedgesoftnessbasedonscreenres" "<bool>" [/list] "$translucent" "<bool>" "$unlitfactor" "<?>" "$vertexalpha" "<bool>" "$vertexcolor" "<bool>" "Cable" [list] [*]"$minlight" "<normal>" [*]"$maxlight" "<normal>" [/list] "Cloud" [list] [*]"$cloudalphatexture" "<texture>" [*]"$cloudscale" "<matrix>" [*]"$maskscale" "<matrix>" [/list] "GooInGlass" [list] [*]"$glassenvmap" "<texture>" [*]"$glassenvmaptint" "<matrix>" [/list] "Modulation" [list] [*]"$writeZ" "<bool>" [/list] "Sprite" [list] [*]"$spriteorientation" "<?>" [*]"$spriteorigin" "<matrix>" [/list] "SpriteCard" [list] [*]"$minsize" "<normal>" [*]"$maxsize" "<normal>" [*]"$minfadesize" "<normal>" [*]"$maxfadesize" "<normal>" [*]"$blendframes" "<bool>" [*]"$overbrightfactor" "<?>" [/list] "Subrect" [list] [*]"$Material" "<texture>" [*]"$Pos" "<matrix>" "<?>" [*]"$Size" "<matrix>" [/list] "UnlitTwotexture" [list] [*]"$texture2" "<texture>" [list] [*]"$texture2scale" "<normal>" [*]"$texture2transform" "<matrix>" [/list] [/list] "VertexLitGeneric" [list] [*]"$halflambert" "<bool>" [*]"$model" "<bool>" [*]"$phong" "<bool>" [list] [*]"$ambientocclusiontexture" "<texture>" [*]"$lightwarptexture" "<texture>" [*]"$phongalbedotint" "<?>" [*]"$phongboost" "<integer>" [*]"$phongexponent" "<byte>" [*]"$phongexponenttexture" "<texture>" [*]"$phongfresnelranges" "<matrix>" [*]"$phongwarptexture" "<texture>" [/list] [/list] "Water" [list] [*]"$abovewater" "<bool>" [*]"$bottommaterial" "<material>" [*]"$bumpmap" "<texture>" [*]"$normalmap" "<texture>" [*]"$dudvframe" "<integer>" [*]"$bumpframe" "<integer>" [*]"$fogcolor" "<matrix>" [*]"$fogenable" "<bool>" [*]"$fogend" "<float>" [*]"$fogstart" "<float>" [*]"$envmap" "<texture>" [*]"$forcecheap" "<bool>" [*]"$forceexpensive" "<bool>" [*]"$reflectamount" "<float>" [*]"$reflectentities" "<bool>" [*]"$reflecttexture" "<texture>" [*]"$reflecttint" "<matrix>" [*]"$refractamount" "<float>" [*]"$refracttexture" "<texture>" [*]"$refracttint" "<matrix>" [/list]
  • Avatar of Terrenteller
  • XIII. Index --- AI [list] [*][url=http://developer.valvesoftware.com/wiki/Category:AI_Commands]AI Debugging Commands[/url] [*][url=http://developer.valvesoftware.com/wiki/AI]Artifical Intelligence Overview[/url] [list] [*]Concepts [list] [*][url=http://developer.valvesoftware.com/wiki/NPC_Memory]Memory[/url] [*][url=http://developer.valvesoftware.com/wiki/Ai_relationship]Relationships[/url] [/list] [*]Decision Making [list] [*][url=http://developer.valvesoftware.com/wiki/Decision_Making_Overview]Overview[/url] [*][url=http://developer.valvesoftware.com/wiki/NPC_Sensing]Sensing[/url] [*][url=http://developer.valvesoftware.com/wiki/Condition]Conditions[/url] [*][url=http://developer.valvesoftware.com/wiki/State]States[/url] [*][url=http://developer.valvesoftware.com/wiki/Schedule]Schedules[/url] [*][url=http://developer.valvesoftware.com/wiki/Task]Tasks[/url] [/list] [*]Map-level Routines [list] [*][url=http://developer.valvesoftware.com/wiki/Actbusy]Actbusy[/url] [*][url=http://developer.valvesoftware.com/wiki/Assault]Assaults[/url] [*][url=http://developer.valvesoftware.com/wiki/Standoffs]Standoffs[/url] [*][url=http://developer.valvesoftware.com/wiki/Squads]Squads[/url] [/list] [*]Navigation [list] [*][url=http://developer.valvesoftware.com/wiki/Nodegraph]Nodegraph[/url] [*][url=http://developer.valvesoftware.com/wiki/Navigation_Meshes]Navigation Mesh (CS:S)[/url] [list] [*][url=http://www.editlife.net/tutorial.php?tutid=60]Creation[/url] [*][url=http://www.editlife.net/tutorial.php?tutid=33]Locations[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/Hint_nodes]Hint Nodes[/url] [/list] [/list] [*][url=http://developer.valvesoftware.com/wiki/Map_edit]Map Edit Commands[/url] [*][url=http://developer.valvesoftware.com/wiki/Navigation_Meshes]Navigation Meshes (CS:S)[/url] [*][url=http://developer.valvesoftware.com/wiki/Category:NPCs]NPC List[/url] [*][url=http://www.halfwit-2.com/?page=tutorials&category=11]NPC Tutorials[/url] [*][url=http://developer.valvesoftware.com/wiki/Node]Node Entities[/url] [*][url=http://developer.valvesoftware.com/wiki/Nodegraph]Nodegraph[/url] [*][url=http://www.interlopers.net/index.php?page=tutorials&id=1837]Striders[/url] [/list] Displacement [list] [*][url=http://www.halfwit-2.com/?page=tutorials&id=78]Basic Displacement (Tutorial)[/url] [*][url=http://www.interlopers.net/index.php?page=tutorials&id=2255]Creating a Detail.vbsp[/url] [*][url=http://developer.valvesoftware.com/wiki/Creating_Holes_in_Displacements]Creating Holes[/url] [*][url=http://www.halfwit-2.com/?page=tutorials&id=154]Curved Pipes[/url] [*][url=http://www.halfwit-2.com/?page=tutorials&id=131]Cylinders and Spheres[/url] [*][url=http://www.halflifestorm.com/?page=tutorials&tutorial=15]Destroyed Walls[/url] [*][url=http://developer.valvesoftware.com/wiki/Displacement]Displacement Geometry[/url] [*][url=http://www.facepunch.com/showthread.php?t=820489]Displacements and Subdivision[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Face_Edit_Disps]Face Editing[/url] [*][url=http://developer.valvesoftware.com/wiki/Displacement_Grass]Grass[/url] [*][url=http://developer.valvesoftware.com/wiki/Displacement_Luxel_Density]Luxel Density[/url] [*][url=http://www.interlopers.net/index.php?page=tutorials&id=1801]Random Sprite Placement[/url] [*][url=http://www.halfwit-2.com/?page=tutorials&id=98]Tunnels[/url] [*][url=http://www.editlife.net/tutorial.php?tutid=8]Using the Displacement Tool[/url] [/list] Entity [list] [*][url=http://developer.valvesoftware.com/wiki/List_of_entities]Base Entity List[/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Category:Counter-Strike:_Source_Entities]CS:S Specific Entities[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_DoD:S_entities]DoD:S Specific Entities[/url] [*][url=http://developer.valvesoftware.com/wiki/Category:Portal_Entities]Portal Specific Entities[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_Ship_entities]The Ship Specific Entities[/url] [*][url=http://developer.valvesoftware.com/wiki/Category:Team_Fortress_2_Entities]TF2 Specific Entities[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/Brush_entity]Brush Entity[/url] [*][url=http://www.editlife.net/tutorial.php?tutid=44]Custom Sounds[/url] [*][url=http://developer.valvesoftware.com/wiki/Entity_Creation]Entity Creation[/url] [*][url=http://www.halfwit-2.com/?page=entities]Entity Tutorials[/url] [*][url=http://www.editlife.net/tutorial.php?tutid=2]Filters[/url] [*][url=http://developer.valvesoftware.com/wiki/Point_entity]Hammer Entity Tool[/url] [*][url=http://www.editlife.net/tutorial.php?tutid=16]How to Edit an FGD Entity List[/url] [*]I/O (Input/Output) [list] [*][url=http://developer.valvesoftware.com/wiki/Inputs_and_Outputs]Link 1[/url] [*][url=http://developer.valvesoftware.com/wiki/User_Inputs_and_Outputs]Link 2 (User I/O's)[/url] [*][url=http://www.editlife.net/tutorial.php?tutid=1]Link 3[/url] [*][url=http://www.editlife.net/tutorial.php?tutid=10]Link 4[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/Map_edit]Map Edit Commands[/url] [*][url=http://www.editlife.net/tutorial.php?tutid=42]Mounted Guns[/url] [*][url=http://www.editlife.net/entity.php?name=player]Player Inputs[/url] [*][url=http://developer.valvesoftware.com/wiki/Point_entity]Point Entity[/url] [*][url=http://www.editlife.net/tutorial.php?tutid=34]Special Entity Names (Targetnames)[/url] [*][url=http://developer.valvesoftware.com/wiki/Targetname]Targetnames[/url] [*][url=http://www.editlife.net/tutorial.php?tutid=12]Wildcards[/url] [/list] Faceposer [list] [*][url=http://developer.valvesoftware.com/wiki/Choreography_creation]Choreography Creation[/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Choreography_creation/Setting_up_your_scene]Setting Up Your Scene[/url] [*][url=http://developer.valvesoftware.com/wiki/Choreography_creation/Creating_Events]Creating Events[/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Choreography_creation/Creating_Events/Body_animation]Body Animation[/url] [*][url=http://developer.valvesoftware.com/wiki/Choreography_creation/Creating_Events/Facial_expressions]Facial Expressions[/url] [*][url=http://developer.valvesoftware.com/wiki/Choreography_creation/Creating_Events/Other_Events]Other Events[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/Choreography_creation/Lip_synching]Lip Synching[/url] [*][url=http://developer.valvesoftware.com/wiki/Choreography_creation/Implementation]Implementation[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/Choreography_Tool_reference]Choreography Tool Reference[/url] [*][url=http://developer.valvesoftware.com/wiki/Closed_Captions]Closed Captions[/url] [*][url=http://www.hl2world.com/wiki/index.php/Creating_your_first_Faceposer_scene]Creating Your First Faceposer Scene[/url] [*][url=http://developer.valvesoftware.com/wiki/Expression_Creation]Expression Creation[/url] [*][url=http://www.hl2world.com/wiki/index.php/Faceposer_choreograph_scenes_in_your_map]Faceposer Choreograph Scenes in Your Map[/url] [*][url=http://developer.valvesoftware.com/wiki/Faceposer_reference]Faceposer Reference[/url] [*][url=http://developer.valvesoftware.com/wiki/Facial_Expressions_Primer]Facial Expressions Primer[/url] [*][url=http://developer.valvesoftware.com/wiki/Gesture_Manipulation]Gesture Manipulation[/url] [*][url=http://developer.valvesoftware.com/wiki/Other_FacePoser_Tools]Other Faceposer Tools[/url] [*][url=http://developer.valvesoftware.com/wiki/Phoneme_Tool]Phoneme Tool[/url] [*][url=http://developer.valvesoftware.com/wiki/Scenes.image]Scenes.image[/url] [*]Video Tutorials [list] [*][url=http://www.halfwit-2.com/?page=tutorials&id=94]Faceposer Video Tutorial Part 1[/url] [*][url=http://www.halfwit-2.com/?page=tutorials&id=95]Faceposer Video Tutorial Part 1[/url] [/list] [/list] File Types [list] [*][url=http://developer.valvesoftware.com/wiki/AIN].ain[/url] [*][url=http://developer.valvesoftware.com/wiki/ANI].ani[/url] [*].bik [*][url=http://developer.valvesoftware.com/wiki/Bsp].bsp[/url] [*][url=http://developer.valvesoftware.com/wiki/CFG].cfg[/url] [*][url=http://developer.valvesoftware.com/wiki/CTX].ctx[/url] [*].dct [*][url=http://developer.valvesoftware.com/wiki/DEM].dem[/url] [*][url=http://developer.valvesoftware.com/wiki/Fgd].fgd[/url] [*][url=http://developer.valvesoftware.com/wiki/Gcf].gcf[/url] [*].lin (See .pts) [*][url=http://developer.valvesoftware.com/wiki/Patching_levels_with_lump_files].lmp[/url] [*].log [*][url=http://developer.valvesoftware.com/wiki/Mdl].mdl[/url] [*][url=http://developer.valvesoftware.com/wiki/Nav].nav[/url] [*][url=http://developer.valvesoftware.com/wiki/Ncf].ncf[/url] [*].nuc (See .nut) [*][url=http://developer.valvesoftware.com/wiki/L4D2_Vscripts].nut[/url] [*][url=http://developer.valvesoftware.com/wiki/Particle_system].pcf[/url] [*][url=http://developer.valvesoftware.com/wiki/PHY].phy[/url] [*][url=http://developer.valvesoftware.com/wiki/PRT].prt[/url] [*][url=http://developer.valvesoftware.com/wiki/Pts].pts[/url] [*][url=http://developer.valvesoftware.com/wiki/Qc].qc[/url] [*][url=http://developer.valvesoftware.com/wiki/Glowing_textures#.rad_files].rad[/url] [*][url=http://developer.valvesoftware.com/wiki/Res].res[/url] [*][url=http://developer.valvesoftware.com/wiki/SMD].smd[/url] [*][url=http://developer.valvesoftware.com/wiki/Detail_Props].vbsp[/url] [*][url=http://developer.valvesoftware.com/wiki/VCD].vcd[/url] [*][url=http://developer.valvesoftware.com/wiki/Vmf].vmf[/url] [*][url=http://developer.valvesoftware.com/wiki/Vmt].vmt[/url] [*].vmx (See .vmf) [*][url=http://developer.valvesoftware.com/wiki/Vpk].vpk[/url] [*][url=http://developer.valvesoftware.com/wiki/Vtf].vtf[/url] [*][url=http://developer.valvesoftware.com/wiki/VTX].vtx[/url] [*][url=http://developer.valvesoftware.com/wiki/VVD].vvd[/url] [/list] Hammer [list] [*]FAQ [list] [*][url=http://developer.valvesoftware.com/wiki/Category:Level_Design_FAQ]Level Design FAQ[/url] [*][url=http://developer.valvesoftware.com/wiki/Category:Source_SDK_FAQ]Source SDK FAQ[/url] [/list] [*]Getting Started [list] [*][url=http://developer.valvesoftware.com/wiki/Hammer_viewports]Hammer Viewports[/url] [*][url=http://developer.valvesoftware.com/wiki/Introduction_to_Editing]Introduction to Editing[/url] [*][url=http://developer.valvesoftware.com/wiki/Your_first_map]Your First Map[/url] [/list] [*]Hammer References [list] [*][url=http://developer.valvesoftware.com/wiki/Category:Hammer_Dialogs]Dialogs[/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Additional_game_parameters]Additional Game Parameters[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Check_For_Problems_Dialog]Check For Problems[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Edit_Visgroups_Dialog]Edit Visgroups[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Entity_Report_Dialog]Entity Report[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Face_Edit_Dialog]Face Edit[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Find_Entities_Dialog]Find Entities[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Go_To_Brush_Dialog]Go to Brush[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Go_To_Coordinates]Go to Coordinates[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Make_Hollow_Dialog]Make Hollow[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Map_Information_Dialog]Map Information[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_New_VisGroup]New VisGroup[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Object_Properties_Dialog]Object Properties[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Paste_Special_Dialog]Paste Special[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Replace_Dialog]Replace[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Replace_Textures_Dialog]Replace Textures[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Run_Map_Expert]Run Map (Expert)[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Run_Map_Normal]Run Map (Normal)[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Smoothing_Groups_Dialog]Smoothing Groups[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Sound_Browser]Sound Browser[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Texture_Browser]Texture Browser[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Transform_Dialog]Transform[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Hotkey_Reference]Hotkey Reference[/url] [*][url=http://developer.valvesoftware.com/wiki/Category:Hammer_Menus]Menus[/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Hammer_File_Menu]File[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Edit_Menu]Edit[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Map_Menu]Map[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_View_Menu]View[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Tools_Menu]Tools[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Window_Menu]Window[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Help_Menu]Help[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/Category:Hammer_Toolbars]Toolbars[/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Filter_Control_Toolbar]Filter Control[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Map_Operations_Toolbar]Map Operations[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Map_Tools_Toolbar]Map Tools[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Map_View_Toolbar]Map View[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_New_Objects_Toolbar]New Objects[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Selection_Modes_Toolbar]Selection Modes[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Status_Bar_Toolbar]Status Bar[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Textures_Toolbar]Textures[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/Category:Hammer_Tools]Tools[/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Arch_Properties]Arch Properties[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Block_Tool]Block Tool[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Camera_Tool]Camera Tool[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Carve_Command_Usage]Carve Command Usage[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Clipping_Tool]Clipping Tool[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Cordon_Usage]Cordon Usage[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Decal_Tool]Decal Tool[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Entity_Tool]Entity Tool[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Face_Edit_Disps]Face Edit (Displacement)[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Overlay_Tool]Overlay Tool[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Selection_Tool]Selection Tool[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Torus_Properties]Torus Properties[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Vertex_Tool]Vertex Tool[/url] [/list] [/list] [*][url=http://developer.valvesoftware.com/wiki/Inputs_and_Outputs]Inputs and Outputs[/url] [*][url=http://www.editlife.net/tutorial.php?tutid=55]Setting Up Hammer for a Mod[/url] [*][url=http://www.interlopers.net/index.php?page=tutorials&id=2250]Texture Alignment[/url] [/list] Light [list] [*][url=http://developer.valvesoftware.com/wiki/Adding_Light]Adding Light[/url] [*]Advanced Lighting [list] [*][url=http://developer.valvesoftware.com/wiki/Advanced_Lighting]Link 1[/url] [*][url=http://www.interlopers.net/index.php?page=tutorials&id=17779]Link 2[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/Displacement_Luxel_Density]Displacement Luxel Density[/url] [*]HDR [list] [*][url=http://developer.valvesoftware.com/wiki/HDR]High Dynamic Range[/url] [*][url=http://developer.valvesoftware.com/wiki/HDR_Lighting_Settings]Lighting Settings[/url] [*][url=http://developer.valvesoftware.com/wiki/HDR_Lighting_Basics]Basics[/url] [*][url=http://developer.valvesoftware.com/wiki/Advanced_HDR]Advanced[/url] [list] [*][url=http://www.interlopers.net/index.php?page=tutorials&id=20873]Interlopers.net Link[/url] [/list] [/list] [*][url=http://developer.valvesoftware.com/wiki/Intermediate_Lighting#light]Intermediate Lighting[/url] [*]Light Attenuation [list] [*][url=http://developer.valvesoftware.com/wiki/Constant-Linear-Quadratic_Falloff]Link 1[/url] [*][url=http://www.editlife.net/tutorial.php?tutid=15]Link 2[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/List_of_entities#Light_entities]Light Entities[/url] [*][url=http://www.editlife.net/tutorial.php?tutid=64]Light Tricks[/url] [*][url=http://developer.valvesoftware.com/wiki/Lighting]Lighting Information[/url] [*]Lightmaps [list] [*][url=http://developer.valvesoftware.com/wiki/Lightmap]Link 1[/url] [*][url=http://www.interlopers.net/index.php?page=tutorials&id=1973]Link 2[/url] [/list] [*][url=http://www.interlopers.net/index.php?page=tutorials&id=1790]Switchable Lights[/url] [*][url=http://developer.valvesoftware.com/wiki/Glowing_Textures]Texlights[/url] [/list] Material & Texture Information [list] [*][url=http://developer.valvesoftware.com/wiki/TGA].TGA (Targa)[/url] [*][url=http://developer.valvesoftware.com/wiki/VMT].VMT (Valve Material Type)[/url] [*][url=http://developer.valvesoftware.com/wiki/Vtf].VTF (Valve Texture Format)[/url] [*][url=http://www.interlopers.net/tutorials/20367]Applying Textures to a Curved Surface[/url] [*][url=http://developer.valvesoftware.com/wiki/Creating_a_Waterfall_Material]Creating a Waterfall Material[/url] [*][url=http://developer.valvesoftware.com/wiki/Du/dv_maps]Du/Dv Maps[/url] [*][url=http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation]HDR Skybox Creation[/url] [*][url=http://www.garrysmod.com/wiki/?title=Category:Map_Icons]Map Icons[/url] [*][url=http://developer.valvesoftware.com/wiki/Material]Material[/url] [*][url=http://developer.valvesoftware.com/wiki/Material_Download_Sites]Material Download Sites[/url] [list] [*][url=http://www.halfwit-2.com/?page=materials&filter=texture]Halfwit-2 Page[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/Category:Material_System]Material Information[/url] [*]Material Creation (Note: Parenthesis indicate image editing tool(s) used in tutorial) [list] [*]Animated [list] [*][url=http://www.editlife.net/tutorial.php?tutid=43]Link 1[/url] [*][url=http://www.halfwit-2.com/?page=tutorials&id=101]Link 2[/url] [*][url=http://www.facepunch.com/showpost.php?p=8554315&postcount=31]Link 3[/url] [*][url=http://www.facepunch.com/showthread.php?t=547582]Link 4[/url] [/list] [*]Albedo / Diffuse [list] [*][url=http://developer.valvesoftware.com/wiki/Creating_a_Material]Link 1[/url] [*][url=http://www.halfwit-2.com/?page=tutorials&id=64]Link 2[/url] (Photoshop) [*][url=http://www.editlife.net/tutorial.php?tutid=13]Link 3[/url] [*][url=http://www.interlopers.net/index.php?page=tutorials&id=1803]Link 4[/url] (Photoshop) [*][url=http://www.interlopers.net/index.php?page=tutorials&id=2120]Link 5[/url] (Photoshop) [*][url=http://www.facepunch.com/showpost.php?p=11071683&postcount=1]Link 6[/url] (Photoshop) [/list] [*]Blend [list] [*][url=http://www.halfwit-2.com/?page=tutorials&id=144]Link 1[/url] [*][url=http://www.interlopers.net/index.php?page=tutorials&id=1802]Link 2[/url] [*][url=http://www.interlopers.net/index.php?page=tutorials&id=1833]Link 3[/url] [*][url=http://www.editlife.net/tutorial.php?tutid=14]Link 4[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/Decals]Decals[/url] [list] [*][url=http://www.interlopers.net/index.php?page=tutorials&id=5296]Link 1[/url] (Photoshop) [*][url=http://developer.valvesoftware.com/wiki/Decals_in_GIMP]Link 2[/url] (Gimp) [*][url=http://developer.valvesoftware.com/wiki/Decals_in_Photoshop]Link 3[/url] (Photoshop) [/list] [*]Normal Map [list] [*][url=http://developer.valvesoftware.com/wiki/Normal_Map_Creation]Link 1[/url] [*][url=http://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_Photoshop_or_Paint_Shop_Pro]Link 2[/url] (Photoshop) [*][url=http://developer.valvesoftware.com/wiki/Normal_Map_Creation_in_The_GIMP]Link 3[/url] (Gimp) [*][url=http://www.interlopers.net/index.php?page=tutorials&id=3501]Link 4[/url] (Photoshop) [*][url=http://www.interlopers.net/index.php?page=tutorials&id=3727]Link 5[/url] [/list] [*]Reflective [list] [*][url=http://developer.valvesoftware.com/wiki/Reflective_Materials]Link 1[/url] [*][url=http://www.facepunch.com/showpost.php?p=16627107&postcount=1]Link 2[/url] (Photoshop) [/list] [*]Refract [list] [*][url=http://www.interlopers.net/index.php?page=tutorials&id=7216]Link 1[/url] (Photoshop) [/list] [*]Skybox [list] [*][url=http://www.editlife.net/tutorial.php?tutid=25]Link 1[/url] [*][url=http://developer.valvesoftware.com/wiki/HDR_Skybox_Creation]Link 2[/url] (HDR) [/list] [*]Sprite [list] [*][*][url=http://www.editlife.net/tutorial.php?tutid=54]Link 1[/url] (Photoshop) [/list] [*]Surface Properties [list] [*][url=http://developer.valvesoftware.com/wiki/Material_surface_properties]Link 1[/url] [*][url=http://www.halfwit-2.com/?page=resources&action=view&item=17]Link 2[/url] [/list] [*]Switchable [list] [*][url=http://www.interlopers.net/index.php?page=tutorials&id=7216]Link 1[/url] [/list] [*]Transparency/Translucency [list] [*][url=http://www.editlife.net/tutorial.php?tutid=45]Link 1[/url] (Gimp or Photoshop) [*][url=http://www.interlopers.net/index.php?page=tutorials&id=12578]Link 2[/url] (Photoshop) [*][url=http://www.interlopers.net/index.php?page=tutorials&id=2132]Link 3[/url] (Photoshop) [/list] [*]Water [list] [*][url=http://www.interlopers.net/index.php?page=tutorials&id=8062]Link 1[/url] [/list] [/list] [*][url=http://developer.valvesoftware.com/wiki/Material_Proxies]Material Proxies[/url] [*][url=http://developer.valvesoftware.com/wiki/MIP_Mapping]MIP Mapping[/url] [*][url=http://developer.valvesoftware.com/wiki/Normal_Maps]Normal Maps[/url] [*][url=http://developer.valvesoftware.com/wiki/Shader_Types_and_Parameters]Shader Information[/url] [*][url=http://developer.valvesoftware.com/wiki/Sky_List]Sky List[/url] [*][url=http://developer.valvesoftware.com/wiki/Glowing_Textures]Texlights[/url] [*][url=http://www.editlife.net/tutorial.php?tutid=35]Tool Textures[/url] [*][url=http://developer.valvesoftware.com/wiki/Vtex_compile_parameters]VTEX Compile Parameters[/url] [*][url=http://developer.valvesoftware.com/wiki/Water_Shader]Water Shader[/url] [*][url=http://www.interlopers.net/index.php?page=tutorials&id=8062]Water Textures[/url] [/list] Particle [list] [*][url=http://developer.valvesoftware.com/wiki/Env_particle_performance_monitor]env_particle_effect_monitor[/url] [*][url=http://developer.valvesoftware.com/wiki/Info_particle_system]info_particle_system[/url] [*]List of Particle Effects [list] [*][url=http://developer.valvesoftware.com/wiki/Half-Life_2:_Episode_Two_Particle_Effect_List]Half-Life 2: Episode Two[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_L4D_Particles]Left 4 Dead[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_L4D_2_Particles]Left 4 Dead 2[/url] [*][url=http://developer.valvesoftware.com/wiki/Portal_Particle_Effect_List]Portal[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_TF2_Particles]Team Fortress 2[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/Particle_Editor]Particle Editor[/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Particle_System_Initializers]Initializers[/url] [*][url=http://developer.valvesoftware.com/wiki/Particle_System_Operators]Operators[/url] [*][url=http://developer.valvesoftware.com/wiki/Particle_System_Emitters]Emitters[/url] [*][url=http://developer.valvesoftware.com/wiki/Particle_System_Renderers]Renderers[/url] [/list] [/list] Sound [list] [*][url=http://developer.valvesoftware.com/wiki/Ai_sound]ai_sound[/url] [*][url=http://developer.valvesoftware.com/wiki/Ambient_generic]ambient_generic[/url] [*][url=http://developer.valvesoftware.com/wiki/Env_microphone]env_microphone[/url] [*][url=http://developer.valvesoftware.com/wiki/Hammer_Sound_Browser]Hammer Sound Browser[/url] [*][url=http://developer.valvesoftware.com/wiki/Soundscape]Soundscape[/url] [list] [*][url=http://developer.valvesoftware.com/wiki/Env_soundscape]env_soundscape[/url] [list] [*][url=http://www.halfwit-2.com/?page=tutorials&id=96&PHPSESSID=f54c03a90be39922ff5758780666bef1]Tutorial[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/Env_soundscape_proxy]env_soundscape_proxy[/url] [*][url=http://developer.valvesoftware.com/wiki/Env_soundscape_triggerable]env_soundscape_triggerable[/url] [*]List of Soundscapes [list] [*][url=http://developer.valvesoftware.com/wiki/List_of_HL2_Soundscapes]Half-Life 2[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_EP2_Soundscapes]Half-Life 2: Episode Two[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_CS:S_Soundscapes]Counter-Strike: Source[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_DoD:S_Soundscapes]Day of Defeat: Source[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_L4D_Skyboxes]Left 4 Dead[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_L4D_2_Soundscapes]Left 4 Dead 2[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_TF2_Soundscapes]Team Fortress 2[/url] [*][url=http://developer.valvesoftware.com/wiki/List_of_Portal_soundscapes]Portal[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/Trigger_soundscape]trigger_soundscape[/url] [/list] [*][url=http://developer.valvesoftware.com/wiki/Startup_Music]Startup Music[/url] [/list]