OpenLLM-France/wikimedia huggingface dataset:
# GtkRadiant/Creating sky shaders

Creating sky shaders
GtkRadiant
If you have experimented a bit with the skies that come with your game, but none of them fitted to your map, or you simply just want to make your own sky for fun, you will need to create a sky shader as well as six images.
Lets start with the images since they are far harder to create. As already said, a skybox consists of six images, first one for each direction like Back, Front, Left and Right as well as one Up and one Down Image. I will not go into the details of making those images, since I'm not very good at doing that, but basically, you will have to make sure the Back, Front, Left and Right images line up to each other if you don't want some ugly lines in the corners.
Also make sure that the Up image lines up with all the other images, or you will also have some ugly lines there. Usually, the Down image doesn't need to be very good, since you want to avoid the possibility to look at it, since it gives the map a "floating" look. If you make sure the down image cant be seen, you can make it one colored or so... anyway, when you have made all these images, name them: nameofsky_bk, nameofsky_ft, nameofsky_rt, nameofsky_lf, nameofsky_up, and nameofsky_dn where you change nameofsky to whatever you like. The file format can be jpg (non progressive) or tga (some games also support png).
The shader should look like the following:
To add a scrolling cloudlayer, you must add a texture stage after the main body, like so:
Note: You will get an error if you have many layers as the game can not handle it. If you get any errors, remove cloudlayer stages.
# GtkRadiant/Edge & Vertex Editing

Edge & Vertex Editing
GtkRadiant
Edge editing and vertex editing are two very useful techniques which are used to fine-tune the look of brushes.
Edge editing lets you select any edge and move it around, while keeping all other edges in place, vertex editing allows you to do the same, but instead of edges, you can select the vertices (corners) of a brush.
To use edge editing any brush and press E or click to switch to edge editing mode. A green dot will appear on every edge of the brush, SHIFT+CLICK any of the green dots to select them, turning them blue. You may select more than one dot at once. Once selected, you can use the basic transforming tools to rotate, scale or move the selected dots.
Vertex works exactly the same way, press V or click , but this time, you select the corners of the brushes. All the basic transformation tools will still be available. You can also use vertex editing to edit patch meshes.
Note: By pressing F you can enter the face editing mode, which works almost like the two others, but lets you select faces instead of vertices or edges.
# GtkRadiant/Advanced Shaders

Advanced Shaders
GtkRadiant
# GtkRadiant

Attention: While this is a book or tutorial about mapping and level design in GtkRadiant, which should be similar for all games that use the id tech 3 or id tech 4 engines, there are still differences like what textures or models are available etc. etc. Some games also have custom features which may not work with other games. This book uses GtkRadiant to map for the game Jedi Knight 3: Jedi Academy so if you are following this book, but using a different game, the textures or models in the examples may not be available, which means that you have to use something different.

## Table of Contents

* Introduction
* Getting around in GtkRadiant
* First Room
   * The Floor
   * The Walls
   * The Ceiling & Spawn Points
   * Getting it into the game
* Brush Manipulating
   * Basic Transformation
   * The CSG Tools
   * The Clipper
   * Edge / Vertex Editing
* Entities
   * Entity Types
   * The Entity Window
   * Lights
   * Linking Entities
* Models
   * Using Models
   * Model Tricks
* Sky
   * Creating sky shaders
   * Skyportals
* Shaders
   * Shader Syntax
   * What Shaders can do
   * Your First Shader
   * Advanced Shaders (Norman, write this plz)
* The Texture Browser & Surface Inspector
* Patches (Curved Objects)
* File Formats
* Glossary
* Keyboard and Mouse Commands
* System Shaders
* Error Messages

## If you need help

If you don't understand something in this book, for example a word or a procedure, or simply need any other help using this program, just write about it on this book's talk page. I will then add the thing you don't understand, either as word to the glossary, or if it's error messages, I will add a Error messages section where I will list the messages that people report and solutions to them.
If you don't get an answer there, try contacting one of the authors of this book ("Yzmo" or "Darth NormaN") on a Jedi Academy related mapping forum.

## If you want to help

If you know a bit about mapping, which isn't covered yet, you can help this book by writing about it. In case you don't know what to write about, just go for one of the red links.
# GtkRadiant/Brush Manipulating

Brush Manipulating
GtkRadiant
This chapter is about getting a brush look like you want it to look, which, of course, is essential for a good map. And while newer engines rely a lot on models, the id tech 3 engine still relies very much on brushes, making them extremely important for the look of your map.
# GtkRadiant/Edge Editing

{{{current}}}
GtkRadiant
Select any brush and press E or click to switch to edge editing mode. A dot will appear on every edge of the brush, which you may then select and drag around to modify the brush, just press ESC when done. You can select multiple dots at once.
# GtkRadiant/Entities

Entities
GtkRadiant
This chapter is about entities, so lets start with describing the definition entity. An entity is an object which interacts with the game in any way. Until now, we have already encountered two different entities, first, the light entity which simply specifies a point in the map where light should emit.
Second, the info_player_spawn entity which tells the game where to place the player when he gets into the game. Both of these are entities and they are very different, and both of them just define points in space. There are also entities which have to be linked to an object to function, a door for example, here the geometric object representing the door is also a part of the entity, but more on that later.
Entities always have certain properties you can give to them, for example on a door, you would like to specify how fast it opens, in what direction it should open and so on. And for something as simple as a light, you would want to specify the color as well as how strong it is, if it should flicker or not etc. etc. All of this and a bit more will be covered by this chapter.
# GtkRadiant/Basic Transformation

Basic Transformation
GtkRadiant
There are four basic tools used to transform brushes, of which only two are frequently used, these are the Default or QE activated by clicking , the rotate tool activated by clicking or by pressing R, the scale tool activated by clicking and the transform (move) tool activated by clicking or pressing W.

### The QE Tool

The QE tool (lets call it that) is the tool you will use the most when transforming brushes, it can move, create and scale brushes (not in the same way as the scale tool though). To move a brush with the QE tool, simply click within the brush (after selecting it) and drag the mouse.
Creating brushes is also as simple as dragging the mouse over the grid (while holding down the left mouse button). The newly created brush will then appear where the last selection was. Now if this is hard to understand, the brush can only be created in two dimensions, which are different depending on what view you are in, the third dimension is then taken from the previous selection. If you still don't get it, try it out.
The final function of the QE tool is to scale brushes, if you have ever used a 3D modelling software such as 3Ds Max or Blender, you will realize this is similar to the Extrude tool of those applications. You can scale a brush by clicking outside the brush to scale (after selecting it) and dragging the mouse while holding down the left mouse button. This will then extrude the brush where you drag. You will use this a lot.

### The Rotate tool

The rotate tool, also called free rotate is used to (guess what) rotate brushes freely. However this usually distorts the texture so it's not really recommended to be used on stuff where the texture alignment matters. However it's good to rotate things like rocks where it doesn't matter. For things where it matters, use the rotate and flip tools instead. They will make sure the textures stay aligned.
To use the rotate tool, drag the lines to rotate along one axis only and drag between the lines to rotate the selected brush freely.
Note: This tool is very useful for rotating models since the textures don't get disorted there

### The Scale tool

The scale tool is used to (getting used to it by now eh) scale brushes. However, like the rotate tool, this tool will also mess up the texture alignment. Usually, it's better to use the QE tool to scale brushes.
To use the scale tool, drag the colored lines to scale along one axis and the yellow box to scale along all axis.
Note: This tool is very useful for scaling models since the textures don't get disorted there

### The Transform tool

The transform tool should be called move tool, since that is what it does, it moves stuff, entities, brushes, models. When the tool is activated, three big arrows, one for each axis will appear in the 3D view, and 2 big arrows will appear in the grid (2D) view.
Dragging these arrows will move the object back and forth along the respective axis, dragging the cyan box in the middle will allow you to move the selected object in any direction.
# Hebrew/Good and Bad

"Good & Bad" -- Basic Adjectives
טוֹב -- good tov
גָּרוּעַ -- bad (inferior) gar-u-a
רַע -- evil, also bad rah חַם -- warm cham
קַר -- cold kar
check?
עָרֵב בְּיוֹתֵר -- delicious '
מְאֻשֶּׁר -- happy '
שָׂמֵחַ -- happy '
עָצוּב -- sad '
עָגוּם -- sad '
מְצַעֵר -- sad '
מַכְאִיב -- painful '
כּוֹאֵב -- painful '
בְּסֵדֶר -- ok besedar
# Hebrew/History

| Authors | Project History |
| > Next | Project History |
| Contents | |

## Project Announcement

The Hebrew Textbook project has been launched in order to be a self-study textbook and a textbook to be used in conjunction with the Hebrew Course at Wikiversity. The project goals, templates, resources, and more are outlined on the main page. Readyokaygo (discuss · email · contribs · logs · count)
# Hebrew/Grammar

| Vocabulary | Grammar |
| > Next | Grammar |
| Contents | |

## Contents

Nouns — Verbs
Modern Hebrew :
Lessons · Vocabulary · Grammar · Appendices · Texts
# Hebrew/Health and Safety
## Vocabulary
### Nouns

דָם -- blood dam
רוֹפֵא -- doctor (medical) ro-feh
nouns: doctor, nurse, hospital, head, hand, fire, flood, police

### Adjectives

adjectives: dangerous, sick, healthy

### Verbs

verbs: hurts

### Phrases and Sentences

כְּאֵב רֹאשׁ -- headache k'eyv rosh
sentences: My head hurts. Where is a hospital? He is sick. She is a doctor.

## Related Lessons

This lesson is the most basic on health and safety. More vocabulary and advanced lessons are
* Hebrew/Health
* Hebrew/Safety
* Hebrew/Body (complementary lesson)
* Hebrew/Emergencies
# Hebrew/Intro to Verbs

Hebrew is a root based language. Every verb is based on a 3 or 4 consonant root (שורש, shoresh). These letters form a skeleton around which vowels are placed to form a complete word.

## Binyanim

The patterns that dictate which vowels are placed and where are called binyanim (בנין), or constructions. There are 7 binyanim:
* Pa'al פעל. Active, Mild
** Example: הוא אכל, he ate
* Pi'el פיעל. Active, Intense
** Example: הוא איכל, he consumed
* Hif'il הפעיל. Active, Causative
** Example: הוא האכיל, he fed (to cause to eat)
* Hitpa'el התפעל. Reflexive (subject acts on itself)
** Example: הוא התאכל, he fed himself
* Nif'al נפעל. Passive, Mild (sometimes reflexive)
** Example: הוא נאכל, he was eaten
* Pu'al פועל. Passive, Intense
** Example: הוא אוכל, he was consumed
* Huf'al הפעל. Passive, Causative
** Example: הוא האכל, he was fed
Not all roots are meaningful in all 7 binyanim. In addition, some do not have the expected meaning. Therefore, it is advisable to learn each root-binyan combination as its own verb.

## Root type

The roots themselves are divided into 3 types: Strong, Weak and Hollow.
Strong roots have roots in which all letters appear in all conjugations.
Weak roots have letters that disappear in some conjugations. These letters are called weak letters. The weak letters are: א alef, ע ayin, ה heh, ח chet, י yod, ו vav, and נ nun.
Hollow verbs are verbs in which the 2nd root letter is a ו vav or a י yod. These disappear in conjugation.
Weak and hollow root types can be abbreviated using a 2 letter abbreviation. To denote the position of the weak letter, פ (first letter), ע (second letter), or ל (third letter) is written in the first position. Then the weak letter is written in the 2nd position. For example, roots with a ה in the third position are abbreviated ל"ה, while hollow roots are abbreviated ע"ו or ע"י.

## Related

In addition to the lessons that are organized by topic, some vocabulary is organized by roots.
# Hebrew/Formatting

This page exists to test and demonstrate some of the templates used to display Hebrew text.
Without formatting:
שָׁלוֹם
Using the Hebrew-Large template:
    What the template looks like
    {{Hebrew-Large| שָׁלוֹם}}.
    What it produces:
    שָׁלוֹם
Using the Hebrew-Huge template:
    What the template looks like
    {{Hebrew-Huge| שָׁלוֹם}}.
    What it produces:
    שָׁלוֹם
With the vocabulary (Hebrew-Vocab) template:
    What the template looks like
    {{Hebrew-Vocab| שָׁלוֹם| peace, hello, goodbye | interjection | shalom | Like "aloha" in Hawaiian, shalom means peace, but it is also used as a greeting or farewell.}}.
    What it produces:
    שָׁלוֹם — peace, hello, goodbye ( interjection ) shalom Like "aloha" in Hawaiian, shalom means peace, but it is also used as a greeting or farewell.
# Hebrew/Fruit
## Vocabulary
### Nouns

פּרוֹת -- fruit pe-rot בָּנָנָה -- banana banana תַּפּוּחַ -- apple, tapuaḥ
תַּפּוּחִים -- apples tapuḥim
תַּפּוּז -- orange tapuz Hebrew/Fruit תוּת--Strawberry tut
אַבָטִיחָ--Watermelon avatiah

## Notes

Note: The letter ḥ is used to indicate a sound that is not part of native English. It is similar to the ch in Bach. In transliterations it is often indicated by kh or ch. It is the sound of the ח (het) or כ (kaf).

## Related Lessons

* Hebrew/Food
* Hebrew/Meals
* Hebrew/Drinks
# Hebrew/Greetings

Description: This lesson contains some basic greetings. There are approximately 10 vocabulary words and 5 phrases. This lesson has no prerequisite lessons, although the Aleph-Bet would be useful.

## Vocabulary
### Adjectives

       Can be used with appropriate time of day (morning, afternoon, evening, night) as a greeting.

### Phrases
#### לְהִתְרָאוֹת

    See you (Lehitra-ot)

#### ?מָה שְלוֹמְךָ

    How are you? (to a man; Ma sh'lomkha)

#### ?מָה שְלוֹמֵך

    How are you? (to a woman; Ma sh'lomekh)
    What is your name? (Ma Shimkha?) מה שמך?
    My name is X. (Shmi hu X) שמי הוא X
לַיְלָה טוֹב -- good night

## Use
### Example Dialog

?מָה שְלוֹמְךָ
בְּסֵדֶר
Translation: How are you (to a man)? Ok.
שָׁלוֹם
לילה טוֹב
?מָה שְלוֹמֵך
טוֹב
Translation: Hello. Good night. How are you (to a woman)? Good.

## Exercises

Translate the following conversation into Hebrew:
"Hello!" "How are you?"(Translate to a man, then a woman.) "Good." "Goodbye, and good night." "Goodbye."

## Related lessons

Hebrew/Basic 1
For a more advanced lesson on greetings, see Hebrew/Greetings2 (add there: I'm happy to/It's good to meet you. I'm fine. She is sick.
# Hebrew/Greetings2

Prerequisites: Hebrew/Aleph-Bet, Level 1 Lessons especially Hebrew/Greetings.
I'm happy to/It's good to meet you. I'm fine. She is sick. How is your family? (Introductions) Have you met X?
Dialogs such as: David: Hi, Miriam! Miriam: Hi, David. This is my friend, Sarah. David: Hi, Sarah. Sarah: Shalom.
Miriam: Sarah is from the United States. Sarah: Do you speak English? I only speak a little Hebrew. David: You speak Hebrew well.
# Hebrew/How

| Templates | How to... |
| > Next | How to... |
| Contents | |
# How to Ace FYLSE/Abbreviations Used

* Defendants are shortened as "D" and for multiple defendants, D1, D2, so on.
* Plaintiffs are shortened as "P" and for multiple plaintiffs, P1, P2, so on.
* Victims in criminal law are V and for multiple victims, V1, V2, so on.
# How to Ace FYLSE/2010 F Q1

https://admissions.calbar.ca.gov/Portals/4/documents/gbx/sf_1002_Essay-Selected_Answers.pdf

## Fact Summary

P entered into a contract with D to write computer programs in which D was to pay P $25,000 on completion and to deliver them by May 1. The contract stated "This is the complete and entire contract between the parties, and no modification of this contract shall be valid unless it is in writing and signed by both parties."
# How to Ace FYLSE/2010 J Q5
## Outline
### Attempted Kidnapping
#### Mens Rea

* General intent and specific intent

#### Actus Reus

* dangerous proximity and substantial step
# How to Ace FYLSE/2011 F Q4

http://admissions.calbar.ca.gov/LinkClick.aspx?fileticket=bh5Y-xQTGA0%3d&tabid=2348

## Fact Summary

G, a student, left the school while unsupervised and went to F to work for money. While working and in a hurry, G hit and injured P. P's husband H came to see P and was shocked and suffered an injury.

## Outline
### Q1
#### P v. G
##### Negligence

* Duty: foreseeable plaintiff
* Breach
* Causation
* Damage

##### Defenses

* Fireman's Rule

#### P v. F
##### Negligence

* Respondeat superior: employee v. independent contractor
* Duty: foreseeable plaintiff
* Breach
* Causation
* Damage

##### Defenses
#### P v. SD
##### Negligence

* Respondeat superior: employee v. independent contractor
* Duty
* Breach
* Causation
* Damage

##### Defenses
### Q2
#### H v.G
##### NIED

* Negligent Conduct
* In Plaintiff's Presence
* Physical Symptoms
# How to Ace FYLSE/2013 F Q1
## Fact Summary

M dealt with stolen art works. A, B, and C worked for M and suspected that they were stolen.

## Outline
### Conspiracy

* Unilateral
# How to Ace FYLSE/2013 F Q4

http://admissions.calbar.ca.gov/Portals/4/documents/gbx/July2013CBX%20SelectedAnswers%20Essay1-6_R.pdf

## Fact Summary

D dumped trees on P's property which caused flooding of P's property and chattel. It costs 30K to remove the tree, lowered the property value by 10k and costs 4k to buy or 5k to fix the chattel.

## Comments

* This is an intentional Torts and their remedies question.

## Outline [P v. D]
### Trespass to Land

* Licensee
* Consent
* necessity

#### Legal Remedies
##### Damages

* actual cause
* proximate
* certain and ascertainable
* mitigation

##### Actual damages

* Diminution in value.
* Cost of repair: removal of the trees.

##### Ejectment
#### Equitable Remedies

* Inadequate Legal Remedy
* Balancing hardships
* No defenses (i.e. laches)

##### Injunction
### Trespass to Chattel

* transferred intent

### Conversion
#### Restitutionary Money Judgment

* Ejectment
* Injunction
* Feasibility
* Hardships
# How to Ace FYLSE/2010 J Q1

http://admissions.calbar.ca.gov/Portals/4/documents/gbx/1007_Essay_Selected-Answers.pdf

## Fact summary

B stole H's gun which was not secured as required by law and use it to attack P in a parking lot owned by C who had similar incidents before but did nothing. P fainted and suffered injuries.

## Outline
### P v. H
#### Duty

* Standard of Care
* Negligence per se

#### Causation

* Actual
* Proximate

#### Defenses

* Assumption of Risk
* Comparative Negligence
* Contributory Negligence

### P v. C
#### Negligence

Duty, Breach, Causation, Proximate Cause
# How to Ace FYLSE/2011 J Q1
## Outline
### D's Crimes

* burglary
* larceny
* robbery
* battery

### E's Crimes

* Conspiracy to Commit Burglary/Larceny
* Accomplice liability
* Burglary and Larceny
* Robbery
* Battery

### F's Crimes

* Accessory after the Fact
* Receipt of Stolen Property
# How to Ace FYLSE/2013 J Q4

http://admissions.calbar.ca.gov/Portals/4/documents/gbx/July2013CBX%20SelectedAnswers%20Essay1-6_R.pdf

## Outline

Governing Law
Valid Contract
Parol Evidence Rule
Bonus Agreement
Modification in Writing
Statute of Fraud
Enforceable Agreement
Preexisting Duty Rule
Material and Minor Breach
Non-Performance Waiver Impossibility/Impracticability
Frustration of Purpose
Non-occurrence of a Condition Precedent
Remedies Compensatory Damages Specific Performance
# Job Search/Table of Contents

* Book Abstract
* Cover Page
* Table of Contents
* Dedication
* How to Turn the Page
* Basic Steps
* Alternative Approaches
** Online Job Search
** Offline Job Search
** Income Alternatives
* External References
# Job Search Automation for College Students/Slide 4

What is a web search iteration?
Create a single search string to include the search criteria, e.g. Technical Writer + Dallas
Execute the search string once, using a search engine, e.g. Google
Gather all the results generated by the above two steps
Filter out and select the wanted documents
The above sequence is a web search iteration
# Job Search Automation for College Students/Slide 2

Upcoming Topics
Slide 3 - Document & SERP Links
Slide 4 - What is a web search iteration?
Slide 5 - What is job search automation?
Slide 6 - Example of Job Search Automation
Slide 7 - Web Search Scripting Language
Slide 8 - How to get started
# Job Search/Job Search Automation
## Presentations

* Job Search Automation for College Students

## Textbooks

* PlanoTse Handbook for Job Search Automation
# Job Search/Online Job Search
## Online Job Search

One of the first basic steps in job search is finding out what and where the jobs are. Given a set of skills, what jobs are available to me? Where are they? One of the best ways to explore answers to these and other such questions is in job search automation.
# Job Search Automation for College Students

Job Search Automation for College Students
This is the content of a PowerPoint presentation for college students
Career centers are welcome to distribute this presentation
# Job Search Automation for College Students/Slide 1

Presentation Objectives
Understand what web search automation is
Know how to apply web search automation to job search and other purposes
Become familiar with PlanoTseScript, a web search scripting language
Know how to make a computer perform automated web searches overnight
# Job Search Automation for College Students/Slide 3

Document & SERP Links
Web search: using a search engine such as Google to find online documents
Search engine results page: a list of document links and SERP links
Document link: the web address of an online document
SERP link: the web address of a search engine results page
# How to Use Rhino Mocks/Mocks, Dynamic Mocks, Partial Mocks

The difference between these three types of Rhino Mocks mocking solutions has always been a little confusing to me. So, here's my best shot at some concise definitions:
* A normal mock object will throw an exception when a method, which has no explicit expectation defined, is called on the mock instance.
* A dynamic mock, instead of throwing an exception, will return null or 0 for any unexpected method calls.
* A partial mock, like a dynamic mock, will not throw an exception if a method is called when there is no expectation defined for the method; but, instead of returning 0 or null, a partial mock will call the actual implementation method (i.e., not the mock) on the object and return that value. This lets you selectively mock specific methods on an object.