nyuuzyou/wikis huggingface dataset:
NPC Door Navigation

== Navigation ==
NPCs are able to open unlocked prop_door_rotating entities, if their programming permits it. The process is automated and requires only that a valid nodegraph link travel through the doorframe.
== Combat ==
Valve's AI does not yet contain any door-specific combat code. NPCs will stand in doorways when others from their squad attempt to pass through, and do not understand the principle of clearing a room from a door entry. For these reasons, combat in or around doorways should be either avoided, or semi-scripted with assaults.
It is quite possible to have NPCs enter a combat area through a door, but without custom AI code the door itself should not be a point of interaction.
== Optimal node pattern ==
;Main movement targets
:Guarantee a nodegraph link by presenting a straight line through the doorframe.
:Placed slightly ahead to decrease the likelihood of NPCs stopping too close to the door and causing congestion.
;Flank nodes
:Create alternate exit points, and are a solid choice for FIND_COVER routines.
;Entrance / Exit Pinch
:info_node_hint of type Entrance / Exit Pinch.
:Ensures that NPCs travelling through the doorway do so one at a time.
:Limitation: NPCs that are not using the node (i.e. are not travelling through the door) may still choose to stand on it! This is a bug that should be fixed.
== See also ==
* Half-Life 2 Level Creation
Category:AI
Category:Level Design
NPC Hull

An NPC Hull roughly defines the space taken up by NPCs and players. They mainly affect what spaces something can move through.
This is a list of the NPC Hull types used for nodegraph calculations. They are (currently) listed in the sequence followed by the ai_next_hull command (see ai_show_connect).
== human_hull ==
* cpp: SetHullType( HULL_HUMAN ): (BaseNPC default) npc_magnusson, npc_poisonzombie, 
* min pathway : 30 wide, 73 high applies to : npc_citizen, npc_metropolice
* min pathway : 32 wide, 73 high applies to : npc_combine_s 
== small_centered_hull ==
* cpp: SetHullType( HULL_SMALL_CENTERED): npc_rollermine(G)
* min pathway : 40 wide, 40 high
== wide_human_hull ==
* cpp: SetHullType( HULL_WIDE_HUMAN ): npc_vortigaunt(G), npc_dog(G)
== tiny_hull ==
* cpp: SetHullType( HULL_TINY ): npc_crow(F), npc_headcrab(G), npc_zombie_torso(G)
* min pathway : 24 wide, 24 high
== wide_short_hull ==
* cpp: SetHullType( HULL_SHORT_WIDE): npc_bullsquid(G)
== medium_hull ==
* cpp: SetHullType( HULL_MEDIUM ): npc_antlion(G)
* min pathway : 36 wide, 65 high applies to : npc_antlion
== tiny_centered_hull ==
* cpp: 	SetHullType( HULL_TINY_CENTERED ) : npc_manhack(F), npc_cscanner(F), npc_clawscanner(F)
* min pathway : 16 wide, 8 high
== large_hull ==
* cpp: 	SetHullType( HULL_LARGE ) : npc_antlionguard(G), npc_vehicledriver(G), 
* min pathway : 80 wide, 100 high
== large_centered_hull ==
* cpp: 	SetHullType( HULL_LARGE_CENTERED ) : npc_helicopter(F), npc_combinegunship(F), npc_advisor(F), npc_ichthyosaur(F), npc_strider(F)
== medium_tall_hull ==
* cpp: SetHullType( HULL_MEDIUM_TALL ): npc_hunter(G)
* min pathway : 36 wide, 100 high
== gargtest_hull ==
* cpp: SetHullType( HULL_GARGTEST ): apparently unused.
NPC Memory

Category:AI
The npc_enemies console command shows the memory of an NPC by drawing a color-coded X on top of each entity in the memory.
* Blue : Eluded entities (don't know where it went) 
* Green : Unreachable entities (can't get to it) 
* Red : Current enemy 
* Magenta : Current target entity 
* Pink : All other entities drawn 
* Arguments : {npc_name} / {npc class_name} / no argument picks what player is looking at.
NPC use of Portals

Making NPCs walk through Portals is very easy. All it takes is a bit of trigger and path work and is all done from within Hammer (so no AIs stumbling through the Portals).
===Steps===
* Create two prop_portals, a few feet in front of some walls.
* Set up a path for your NPC to follow using path_corners. Place whatever path you want in front of a portal, then one directly behind it. (Note: so far the path_corner going behind the portal must be in walkable space, or the NPC won't go to it. A workaround might be to make a brush that is walkable only to nonplayers somehow).
* Place a path_corner in front of the other portal, followed by whatever path you want the NPC to walk afterwards. Note: The path_corner behind the first portal does NOT need to point to the one in front of the other portal. Doing so may in fact confuse you or cause clutter, since Hammer adds a direction line between two connected path_corners, which this does not need.
* Create an NPC and set his Target Path Corner to the start of the first path.
* Place a trigger_multiple in front of the second portal, filtered to only the NPC you want. This trigger will tell the NPC to stop walking to the old path_corner that is behind the first portal, and tell him to start on the next path in front of the second portal.
* Set the trigger outputs to a aiscripted_schedule with the schedule "Walk Goal Path" and the goal entity being the path_corner in front of the second portal.
* Set the triggers flag to only "NPCs."
* Make sure you have a filter_activator_name set for the trigger, so it knows to only do this if the NPC walks through. Set this up like you would for using the box to trigger a button.
== See also ==
* Portal Level Creation
== External links ==
* Example Map Example map using this tutorial. VMF included.
* Example Video Example video using this tutorial
Category:Portal
Category:Level Design
Category:Tutorials
NWI Theater Core

The Core sub-table is used to precache various assets used by the theater specifically. It is required to add custom sounds, particles and localization text.
== Sub-table: Precache ==
Each key in this sub-table is asset to precache. The name of the key determines the type of asset that will be precached.
Keys that can be used:
Key Name 	Type 	Description
sounds 	String	Path and file name to a Soundscript text file.
particles	String	Path and file name to a PCF to precache for particles. See :Category:Particle_System
localize 	String	Path and file name to a text file containing Localisation keys.
Naming Lights

Giving a light entity a targetname makes VRAD compile a second lightmap "page" for the surfaces that its emitted light touches. This won't harm in-game performance, but it will increase compile time and BSP filesize, regardless of whether the light ever receives input to change its state.
However, the system can be overloaded if you try to make it handle a large number of overlapping named lights (since the number of pages needed increases exponentially). When this happens performance can be harmed and you may well see lighting anomalies.
VRAD attempts to avoid this with its hard-coded limits of two switchable lights affecting a brush face and 32 total pages per lightmap (a page exists for each possibility of combined states). More than this causes VRAD to throw a warning such as "Too many light styles on a face" and refuse to compute the lightmaps for those lights; this will make those areas appear as if they are not lit. You can help too by giving lights that will always change state at the same time a shared targetname, which makes VRAD merge their pages together.
== See also ==
* 
* 
Category:Level Design
Category:Lighting
Narbacular Drop

is a 2005 game developed by Nuclear Monkey Software and published by Digipen Institute of Technology. Valve later hired the developers to create .
The official level creation kit is designed for .
== Gallery ==
Narbacular Drop logo.png|Logo
Narbacular Drop - Screenshot 1.jpg
Narbacular Drop - Screenshot 2.jpg
Narbacular Drop - Screenshot 3.jpg
Narbacular Drop - Screenshot 4.jpg
== External links ==
* Official download
* Mirror of official website
* ModDB
* Narbacular Drop level creation kit
* Making levels with Hammer Editor
* on Wikipedia
Natural Selection

blends first-person combat with real-time strategy. It features intense 'marines vs. aliens' teamplay, where one marine can become 'Commander'. The Commander plays from a top-down strategic perspective and leads live players. The aliens can evolve upgrades like Cloaking and Scent of Fear, and can change lifeforms to run on walls, fly and even devour marines whole. NS has atmospheric indoor sci-fi environments full of steam and smoke, and features orchestral music from Jeremy Soule.
The game was developed by Unknown Worlds.
== See also ==
* Natural Selection 2
* NS Variables
== External links ==
* Official Website
* 
Category:Multiplayer Mods
Natural Selection 2

Natural Selection 2 is a first-person shooter sequel to the critically acclaimed Half-Life mod. Developed and published by Unknown Worlds.
== Overview ==
NS2 was formerly on the Source engine until the developers decided to create their own proprietary engine, due to financial and programming constraints with licensing the Source engine. As a result, it may or may not allow for interoperability with assets from the Source engine.
== Current status ==
The game has been released in 2012, as of today, active development of Natural Selection 2 has ended in Feb 2023.
== Features ==
*Dynamic Infestation: This feature allows aliens to infest hallways and areas in the marine base, turning lights off, causing marine buildings to stop working, and causing space station power failures. The infestation can be removed by the Frontiersman Flamethrower.
*Two Unique Sides to choose from: You will be able to pick the squad based tactical frontiersman, or play as the ravenous Kharaa who can morph into different forms to suit the situation. 
*Unlimited variation: The powerful scripting tools that come packaged with Natural Selection 2 allow you to create new weapons, scenarios, or even completely new games. The entire NS2 game itself is allegedly made up of Lua scripts, running on a platform-specific build of the base engine. It is assumed that NS2 will allow the same level of customization as Garry's Mod.
*Source Engine migration: The developers of NS2 have assured modmakers that their proprietary level editor can import VMF files directly from Hammer. It is possible that there will be tools to convert SMD and VMT/VTF assets to the NS2 engine as well.
== Media ==
Image:NS2 DI Preview1.jpg|Dynamic Infestation - click to enlarge
== External links ==
*Unknown Worlds homepage
*Official NS2 page
Category:Steamworks games
Nav Mesh

A Navigation Mesh (NavMesh or nav mesh) is a data structure that stores data used for path finding, which is typically used by bots. In , navigation meshes are used by the following entities:
# Bots and Hostages in:
#* 
#* 
# NextBot entities in:
#* 
#* 
#* 
#* 
#* 
#* 
#* 
…to realize what's navigable in their environment, and path to their desired destination.
==NAV file format==
==NAV files ==
Navigation Mesh data is stored in a NAV file corresponding to the map file (.bsp) for which it is used. For example, the nav mesh for cstrike\maps\de_dust.bsp is stored in cstrike\maps\de_dust.nav.
==Navigation Mesh Editing==
The Navigation Mesh Editing is done in-game. A (new) .nav file can be generated with nav_generate (which requires and ).
==Game Specific SubVersions==
Game	Nav Mesh Class	Subversion	Notes
 	TheNavMesh 	0 	Garry's Mod uses the base navigation mesh (It doesn't use its own implementation unlike Valve games)
 	CSNavMesh 	1 	* Appends approach area data to each area.
 	CTFNavMesh 	2 	Appends TF2-specific attribute flag to area data.
 	TerrorNavMesh 	13 	
 	TerrorNavMesh 	14 	
==See also==
* Navigation Mesh Console Command Reference
* List of L4D Series Nav Mesh Attributes
* L4D Level Design/Nav Meshes
* L4D Level Design/Nav Flow
* L4D Level Design/Advanced Nav Editing
==External links==
* Official forums for the bot system (down) - Archived version.
* Waypointing for CS:S Bots/Hostages (Edit Life)
Category:Source
Category:Level Design
Nb debug

The NextBot AI system features a robust debugging console command called nb_debug. When this command is used, all NextBot entities will show their ID number and any relevant debugging information.
This command allows for several types of NextBot debugging, such as "VISION" or "PATH". This page is meant to document each of the different debug types a NextBot can have.
=== Behavior ===
thumb|300px|right|The LOOK_AT debug type in action. The white line is where the Engineer is looking, while the blue line is where the Scout should be looking.
thumb|300px|right|The PATH debug type in action. The tf_zombie is calculating an orange path to move towards its enemy.
Main article: Example of NextBot Behaviors
This type shows the current actions of a NextBot underneath their ID number. An example of what a behavior should look like is this: MainBehavior( ChildAction >> Action )
=== Look At ===
This type manages how bots look at other entities by not only showing their line-of-sight, but also printing logs regarding their sights in the console. Here is what a log of what a bot sees should look like: 9058.80: BotName Look At ( x, y, z ) for numberofseconds s, Pri = priority, Reason = reason for the priority
=== Animation ===
: Team Fortress 2 bots do not appear to have any debugging information of this type. Left 4 Dead may need to be investigated for proper documentation.
=== Locomotion ===
This type shows arrows with multiple colors below the NextBots, with these arrows indicating the direction the bots need to move.
: What does each arrow color mean?
=== Vision ===
This type reports logs relating to each NextBot's vision in the console. Here is an example of what a log of this type looks like: 9216.66: player(#2) caught sight of player(#3)
=== Hearing === 
: Team Fortress 2 bots do not appear to have any debugging information of this type. Left 4 Dead may need to be investigated for proper documentation.
=== Events ===
: Team Fortress 2 bots do not appear to have any debugging information of this type. Left 4 Dead may need to be investigated for proper documentation.
=== Errors ===
This type appears to be similar to VISION, but it only prints a specific kind of log. Here is an example of what a log of this type looks like: 9539.07: player(#9) can't find clear line to look at potentially visible near known but hidden entity player(#5)
=== Path ===
This type shows a visual representation of a NextBot's movement through the navigation mesh.
Category:Debugging
Category:NextBot
NekoMDL

NekoMDL is a fork of StudioMDL with additional features.
== Features ==
* Increased limits
* 64-bit with no dependancies; can run standalone 
* Faster compilation (using new algorithm instead of nvtristrip, https://github.com/zeux/meshoptimizer)
* support, including animation and flexes.(using https://github.com/spnda/fastgltf)
* FBX support, including animation and flexes. (using Assimp, indirectly supports nearly 40 formats. https://github.com/assimp/assimp/blob/master/doc/Fileformats.md)
* Single-file glTF or FBX: support for reading part of the scene tree; support for multiple animations
* Two commands for setting the $jigglebone axis.
* Simple way to configure many procedural bones
* $contents can be set to "debris", to be solid to VPhysics and bullets, but nonsolid to QPhysics.
* Set variables that are used dependent upon command line parameters. (-Dvar=val)
* New command line arguments: -modelname, -outdir, -reloadhlmv
* Conditional macros: $if, $ifdef, $else, $elif, $eldef, $endif
* Some new qc commands, see newcommands.qci in the distribution file for details.
== External links ==
* Steam Workshop page - extract the 7Z file from the "addon" VPK
NeoTokyo

is a Multiplayer FPS based on that features more realistic/tactical elements than those seen in other multiplayer Source Engine mods.
== Development ==
While was always planned to be a game based on the Source Engine, it started out as a prototype based in Unreal Tournament 2004. After the release of the , the project was quickly restarted.
The development of this new Source Engine version of NEOTOKYO would go on for five years, with some notable events including CEO, Gabe Newell and Erik Johnson visiting one developer/artist, Leri "puskBAK" Greer during their trip to Australia.
After this 5-year long development, NEOTOKYO would release on ModDB on July 3rd, 2009, and would continue to receive updates, however, developers of Studio RADI-8 soon left to work on other projects or enter the Game Industry full time.
Around 2012, one of the QA testers for NEOTOKYO pushed the mod onto the now defunct Steam Greenlight program, where it would eventually be accepted and release on on May 1st, 2014, and the remaining members of Studio RADI-8 would push updates such as bug fixes and new maps, but this support didn't last for long.
Despite this drought in official support, a small yet still active community continues to host weekly Game-Nights, Seasonal Competitive Tournaments and create Server Plugins and Mods.
As of August 2024, a community effort has sprung up to port NEOTOKYO to , under the name of Neotokyo;Rebuild, the project aims for Parity with the original version well as introducing various new Quality-of-Life features and integrating various community made server plugins.
== External links ==
*ModDB
*Wikipedia
Category:Third Party Source Engine Games
Net maxfilesize

net_maxfilesize Allow servers to download large map files, sounds, textures and models to your computer without hassle. 
"The server is running my map fine but clients get 'missing BSP' message??"
== Configuring ==
You will need to edit your server.cfg file for this. Your server.cfg file should be in your cfg folder. The limit for net_maxfilesize is 64. Setting net_maxfilesize to this value will allow clients to download content which is 64MB or smaller in size.
== Alternative ==
net_maxfilesize only affects slow downloads via the Source Dedicated Server. Consider using a FastDL web server instead if possible, which allows much faster and larger downloads. The cvar for this is sv_downloadurl.
== External Links ==
* Interloper Tutorial
NewLights Spawner

This entity creates client side new lights over a given area when it appears. Created new lights removes if this entity is removed from the level. Initially created to test new lighting system and debugging.
Represented by class CNewLightsSpawner.
== Keyvalues ==
== See also ==
* - point deferred light entity.
* - spot deferred light entity.
* - cinematic dynamic lens flare.
* - directional sun light with godrays only.
* - entity that changes deferred light settings.
* - entity that changes godrays settings.
* - deferred cascade sun light entity.
* New Lights Editor - in game deferred lights editor.
* Effect flags - effects flags, some of them are dynamic light effects.
* BlackMesa XenEngine: Part 4 – Lighting & Shadows - page from Chetan (lead programmer for Black Mesa) about new lights.
* BlackMesa XenEngine: Part2 – How a Frame is Rendered - page from Chetan (lead programmer for Black Mesa) about how a frame is rendered.
* BlackMesa XenEngine: Part1 – Heavily Modified Source Engine page from Chetan (lead programmer for Black Mesa) about .
NewLights settings

This entity dynamically changes some lighting settings for and if triggered by the input.
Represented by class CNewLightsSettings.
==Keyvalues==
==Inputs==
==Bugs/Limitations==
===Range increasing doesn't increase BBOX===
This results in the lighting disappearing before the player has completely moved their viewing angle away from the light source. This affects all light types, including Dynamic type.
File:range_bug0.jpg| thumb | left | 510px | Before applying settings. Range - 56.
File:range_bug1.jpg| thumb | left | 510px | After applying settings. Range - 500.
===OuterAngle increasing/decreasing doesn't change ShadowFOV===
Static shadowmaps will be broken after increasing outer angle value for (fixes after save reload). For Static light type, you will not have notable issues with decreasing, but shadows will not look better. Stationary light type will be broken after decreasing as well.
File:outerangle_bug0.jpg| thumb | left | 510px | Before applying settings. OuterAngle - 30.
File:outerangle_bug1.jpg| thumb | left | 510px | After applying settings. OuterAngle - 60.
===AngularFallOff may broke shadows for Stationary light type===
Sometimes, for some reason, changing AngularFallOff value for Stationary light type will make your shadows look broken.
File:AngularFallOff_bug0.jpg| thumb | left | 510px | Before applying settings. AngularFallOff - 0.
File:AngularFallOff_bug1.jpg| thumb | left | 510px | After applying settings. AngularFallOff - 5.
===Range increasing/decreasing will make static shadowmaps broken===
Range increasing/decreasing doesn't updatw static shadowmaps, this leaves old static shadowmaps that cannot be properly overlaid with the changed range value.
This is how it looks with increasing.
File:rangeStaticShadow_bug-0.jpg| thumb | left | 510px | Before applying settings. Range - 50.
File:rangeStaticShadow_bug-1.jpg| thumb | left | 510px | After applying settings. Range - 500.
File:rangeStaticShadow_bug-2.jpg| thumb | left | 510px | This is how it supposed to look like.
This is how it looks with decreasing.
File:rangeStaticShadow_bug0.jpg| thumb | left | 510px | Before applying settings. Range - 500.
File:rangeStaticShadow_bug1.jpg| thumb | left | 510px | After applying settings. Range - 50.
File:rangeStaticShadow_bug2.jpg| thumb | left | 510px | This is how it supposed to look like.
== See also ==
* - directional sun light with godrays only.
* - spawner of deferred point lights.
* - cinematic dynamic lens flare.
* - spot deferred light entity.
* - point deferred light entity.
* - entity that changes godrays settings.
* - deferred cascade sun light entity.
* New Lights Editor - in game deferred lights editor.
* Effect flags - effects flags, some of them are dynamic light effects.
* BlackMesa XenEngine: Part 4 – Lighting & Shadows - page from Chetan (lead programmer for Black Mesa) about new lights.
* BlackMesa XenEngine: Part2 – How a Frame is Rendered - page from Chetan (lead programmer for Black Mesa) about how a frame is rendered.
* BlackMesa XenEngine: Part1 – Heavily Modified Source Engine page from Chetan (lead programmer for Black Mesa) about .