nyuuzyou/wikis huggingface dataset:
Lightning

This is a tutorial for adding a lightning storm to a map.
It is assumed that the reader knows how to create a 3D skybox before reading this tutorial.
==Custom lightning sprites==
Here are all the sprites of (normal) lightning bolts in the HL2 SDK:
* bluelight1.vmt
* lgtning.vmt
* lgtning_noz.vmt
* physcannon_bluelight1b.vmt
You can also download some custom made lightning sprites (seen in the screenshot to the right, but not required for this tutorial). Just create a new sprites folder in the hl2/materials/ folder, unpack the custom sprite files into it, and refresh the SDK content, before running the example map.
==Setting up==
1. Unless lightning is intended to be close enough to strike within the playing area, create the 3D skybox that will house the lightning storm. Make sure that its fog is disabled.
2. Create two env_sprites and place them next to each other.
3. Select the one of these sprite entities, and open it's properties. This sprite will be the actual lighting bolt. This tutorial example will set the values as follows:
4. Open the properties of the other sprite. This sprite will be the background glow of the lightning, so that it will light up the sky. This tutorial example will set the values as follows:
5. To add some thunder sounds it is recommended to use a soundscape (which is not covered by this tutorial), but a quicker way is to place an ambient_generic entity somewhere in the map in the direction of the lightning strike (Do not place it in the skybox.) and change its properties as follows:
==Timing it==
1. Place a logic_timer in the map, preferably somewhere near your sprites.
Open its properties and make the following alterations:
2. Click on the Outputs tab and create the follow outputs:
3. Save it and test the map.
4. So far only one lightning bolt has been created. To create more of them, simply place a number of copies of this created set around in the skybox, and name them in sequential order (lightning2, lightning3, lightning4, and so on).
==Randomized lightning==
To prevent the lightning from unrealistically striking at the same spot over and over again, you can also make the sprites rotate around the skybox. (The lightning will fortunately strike so fast that its movement while visible will barely be noticeable.)
1. Create a small brush textured with the invisible tool texture, turn it into a func_rotating entity, and change its properties as follows:
Also set the following flag:
2. Go back to your two sprites and set their Parent field:
3. You could make another rotator within the actual map, to match the direction of the thunder with the lightning flashes, but using a single stationary ambient_generic for all the bolts won't make that much of a difference.
Just open the ambient_generic entity and set the following flag:
4. Save and test the map.
== See also==
* Skybox
Category:Level Design
Lights.rad/Half-Life 2

The folder included in most game installations (as well as a few other games) does not include the file included in Half-Life 2's directory. While this is not a problem for most games, as they include their own , some titles such as and do not, which can result in unexpected results in some circumstances. The vanilla Half-Life 2 radfile is provided below for reference.
== lights.rad ==
Half-Life 2
Category:Source 1 RAD files
Lightwave

WEBSITE | TRIAL VERSION 
 is a popular 3D modeling and animation package from Newtek, that originated with the company's Video Toaster on the Commodore Amiga platform. It has long been used in a number of film and television projects (e.g., Firefly, Serenity, Battlestar Galactica, Babylon 5) and also in use at some game studios (e.g., Croteam/Serious Sam, Digital Extremes/Unreal 2).
LightWave consists of two main programs, Layout (animation and scene rendering) and Modeler (mesh creation and editing). Both will likely be used by a HL2 model creator, particularly for animated models.
LightWave, like the other high-end packages, has had a free learning version (with watermarked renders and point limitations on objects) called the LightWave 3D Discovery Edition. Current information on the Discovery Edition is somewhat scarce, but it might still be available directly from Newtek or from a number of Newtek resellers.
== Source Engine exporters==
* smd_plugins - Warmi's SMD Static Mesh/Reference Model and Animation exporter/importer plugins for Lightwave 7.x/8.x. Warmi has since stopped updating his smd plugins for Lightwave (discontinued), and the current plugins work for Lightwave 9.x (tested 9.5), but only for exporting static meshes. Animated sequences do not work with Warmi's plugins on Lightwave 9.x. Collision meshes can be built by the normal procedure if those meshes are set to a smoothing group with a value of 180 degrees. The discussion on his plugins can be found here. Fuzz 06:24, 5 August 2013 (PDT)
* LW2SMD (Deprecated) - Converts a LightWave object into a series of .SMD, .QC and .VMT files. This converter is discontinued and has some flaws in regards to normals. I advise everyone to use the plugins written by Warmi. /--Tunah 12:03, 19 Feb 2006 (PST)
* Chris Shafer's exporters (Deprecated) - One of the early exporters for LightWave, created for the Resistance and Liberation mod, this had some bugs and was discontinued by the author due to time constraints.
== See also ==
* 3D Modeling Programs
== External links ==
* Lightwave Official site.
Category:Third_Party_ToolsCategory:ModelingCategory:Lightwave
Line of sight

Line of sight (sometimes written line-of-sight or abbreviated to LoS or LOS) is an invisible straight line used to determine whether entities can see other entities in the world. If the line of sight is unobstructed from a viewer to a target, it is "established", and the game determines that the viewer can see the target.
LOS is blocked by all Solid geometry (Models, func detail brushes, etc.) unless the brush/model has a SolidMask that is NotSolid to LOS, i.e. Transparent.
Some prop physics do not block LOS. Use to check which props.
NPCs can only establish line of sight within their viewcone, in turn established by the width of their Field of View, in turn established by the value of their m flFieldOfView.
NPCs can fire Outputs if it finds or loses line of sight to an enemy (OnFoundEnemy/OnLostEnemyLOS) or specifically the player (OnFoundPlayer/OnLostPlayerLOS).
The Block LOS tool texture is specifically designed to block NPC LOS. Some bots are also affected by this texture.
==See also==
*NPC FOV - A list of NPC m flFieldOfView values.
*Talk:NPC Sensing
Category:Glossary
Linked portal door

It is a special type of portal without any effects, which can be used to seamlessly link together two distant parts of a map. These portals are square, and players can fire their portal gun through them. They are commonly called world portals by the community, referring to the fact that they are seamlessly integrated into the map rather than being placed by the player or a test element.
In the default FGD, the entity is represented as an axis helper. The red axis is normal to the surface of the portal, the green axis is the width, and the blue axis is the height. The default model has no directional indicators for these, so you must use the additional axis lines that appear when the entity is selected to determine which side is the front.
While this is a powerful entity, it has a number of bugs and considerations which must be taken into account when using it:
==Example uses==
All Puzzlemaker levels use world portals to connect the exit and entrance elevators to the respective corridors; this avoids the embed spaces of the doors needing to be extremely large to accommodate the entire elevator shafts. They are also used twice in the campaign (contrary to the commentary's claim that they are only used once): in the GLaDOS wakeup sequence where they are used to connect the incinerator shaft to GLaDOS' chamber, and in Finale 2 where they are used to connect the "trap" chamber to the main map. These are the only uses of this entity in the final game.
However, the developer commentary explains that Valve extensively used these throughout Portal 2's development to make prototyping and iterating on levels faster. By connecting separate rooms with portals, sections of the level could be added, changed, or reordered without having to give any consideration to whether or not the space was physically possible and without having to spend significant amounts of time moving around and reconnecting chunks of the level. For a period of time, "every connection between any space was a portal", and they would even switch between them dynamically. As the game's development concluded and levels were finalized, most of these portals were removed, aside from the two cases listed above.
World portals are also extensively used in The Stanley Parable for the sections that loop infinitely on themselves or where backtracking leads the player somewhere completely different than where they came from.
==Keyvalues==
 
==Inputs==
==Outputs==
==See also==
* prop_linked_portal_door
List of Alien Swarm particles

This page lists entities which are new or updated in Alien Swarm.
== as_weapon_fx ==
ammo_satachel_take_sml
asw_fireextinguisher
asw_fireextinguisher_cloud
asw_fireextinguisher_droplets
asw_fireextinguisher_mist
asw_freezer_smoke_2
asw_freezer_stream
asw_freezer_spary
asw_rad_gas_cloud
asw_rad_gas_cloud_warp
asw_rad_gas_jet
barrel_rad_gas_cloud
barrel_rad_gas_cloud_warp
barrel_rad_gas_jet
electrc_weapon_arc2
electrc_weapon_continuous_TEST
electrc_weapon_cp0
electrc_weapon_cp1
electrc_weapon_shot
electrc_weapon_shot_continuous
electrc_weapon_shot_continuous_off
electrc_weapon_sprite_arcs
electrc_weapon_zap
electrc_weapon_zap_arcs
electrc_weapon_zap_arcs_off
electrc_weapon_zap_cp1
electrc_weapon_zap_cp1_off
electrc_weapon_zap_glows
electrc_weapon_zap_muzzle
electrc_weapon_zap_muzzle_off
electrc_weapon_zap_sparks
electrc_weapon_zap_start
fast_reload
fast_reload_child_glow
fast_reload_child_glow2
flare_fx_glow
flare_fx_main
flare_fx_pulse2
flare_fx_smoke
grenade_freeze_beam_trail
grenade_freeze_main_trail
grenade_freeze_cpu
grenade_freeze_trail1
grenade_freeze_trail2
grenade_glow
grenade_main_trail
grenade_radius
grenade_smoke
laser_mine
laser_mine_friendly
mining_laser_beam
mining_laser_beam_b
mining_laser_beam_core
mining_laser_beam_cp0_copy
mining_laser_beam_cp0_glow
mining_laser_beam_cp1_glow
mining_laser_beam_cp0_glow
mining_laser_charge_glows
mining_laser_charging
mining_laser_charging_cp0_glow
piercing_spark
piercing_spark_glow
piercing_spark_sparks_light
prifle_grenade_fx
prifle_grenade_smoke
prifle_grenade_sparks
prifle_grenade_trail
reload_fail
reload_fail_flare
reload_fail_sparks
reload_fail_splash
rifle_grenade_fx
rifle_grenade_pulse
rifle_grenade_smoke
rocket_trail_small
rocket_trail_small_flare
rocket_trail_small_glow
tesla_trap_fx
tesla_trap_fx_core
tesla_trap_fx_electric
tesla_trap_fx_glows
tesla_trap_fx_sparks
tesla_zap_fx
tesla_zap_beam
tesla_zap_fx_cp0
tesla_zap_fx_cp1
tesla_zap_fx_start
== explosion_fx ==
asw_env_explosion
asw_env_explosion_fireball
asw_env_explosion_ground_flash
asw_env_explosion_heat
asw_env_explosion_shockwave1
asw_env_explosion_smoke_post
Category:Alien Swarm
Category:Particle System
List of CS:GO Entities

__NOTOC__
== base.fgd ==
See List of base entities
== csgo.fgd ==
=== specific entities. ===
=== shared entities. ===
== Removed Entities ==
cs
* cs_bot_patrol_area
* cs_bot_patrol_area_group
* cs_bot_patrol_area_respawn
* cs_bot_patrol_route_respawn
* cs_bot_patrol_route_waypoint
prop
* prop_respawn_crate
== Undocumented map entities ==
Entities used in the official BSP map files that are undefined in the official FGD. These will most likely work in-game, but require custom FGD code for Hammer.
cs
* cs_bot_patrol_route_waypoint
== Non-FGD ==
Category:Counter-Strike: Global Offensive
Category:Level Design
Category:Entities by game
List of Dreamball Entities

These are a list of all available custom entities in Dreamball.
:
*db audiere sound
*db camera collision
*db filter marble
*db powerup ability jump
*db powerup ability remover
*db powerup ability storer
*db powerup modelchanger
*db prop sphere
*db prop sphere override
*db trigger checkpoint
*db trigger respawn
==See also==
Dreamball Level Creation
Category:Dreamball
List of Dreamball Particles

List of useful Dreamball particles. Use a info particle system entity to use them. Place the entity in your map where you want the particle to spawn and type the name of the particle in the effect_name field of the info particle system and set it's active state.
Particle effect name 	Description
ice_fire 	The ice fire seen on the purple poles in Ice World maps.
checkpoint_bubbles1 	The floating spinning pink bubbles seen on map checkpoints.
lamp_fx_a1 	The small pink glow seen on the blue / orange lamp models.
wind_push 	The wind effect seen on Fans.
thruster_large_icy 	The ice thruster used with the 'platform1.mdl' model in Ice World maps.
map_win_explode 	The blue 'explode' effect seen at the end of World maps.
chimney_smoke1 	The smoke from the chimney's in the first Night World map.
light_pole_glow1_blue 	The blue glow seen on the purple poles in Night World maps.
thruster_small 	Blue thruster used with the 'platform1.mdl' model for the floating platforms.
fire_fire 	The fire seen on the purple poles in Lava World maps.
orb01 	Blue orb explosion seen in Orb Hunt maps.
orb01_green 	Same orb but in green.
warp_explosion1 	A refract warp explosion, usually used with the orb01 effect.
warp_explosion2 	Another similar refract warp explosion, usually used with the orb01_green effect.
checkpoint_red 	The red flicker glow above the checkpoints models.
checkpoint_blue 	Same but in blue.
ballswitch1 	The blue spark explosion seen on marble model switchers.
powerup_jump_equiped1 	The blue spinning bubbles used on jump powerup enables.
smoke_blackbillow1_skybox	big smoke trail - use in a 3D Skybox.
achieved 	The mini firework burst seen from achievement unlocks.
==See also==
*Dreamball Level Creation
*Particle Systems
Category:Dreamball
List of Dreamball Skyboxes

Here's a list of skyboxes Dreamball uses, with their recommended values. Note the recommended values are only the values we used in the official maps. You don't have to use them, but only if you're purposely wanting the same theme as the official maps with these skies.
You can also go into "Dreamball Dev Kit/SDK_content/prefabs/HDR_lighting/" to find the lighting / HDR entities we used for these skyboxes that you are free to use.
{|style="text-align:center;width:100%;" border=1
!width="20%"| Example Map / World
!width="20%"| Ideal Sun Angle
!width="20%"| Ideal Sun Pitch
!width="20%"| Ideal Brightness
!width="20%"| Ideal Ambience
|-
!colspan="5"| sky_blue_03
|-
| sp_orb1
| 
| -45
| 
| 
|-
{|style="text-align:center;width:100%;" border=1
!width="20%"| Example Map / World
!width="20%"| Ideal Sun Angle
!width="20%"| Ideal Sun Pitch
!width="20%"| Ideal Brightness
!width="20%"| Ideal Ambience
|-
!colspan="5"| sky_night_01
|-
| none yet
| 
| -40
| 
| 
|-
{|style="text-align:center;width:100%;" border=1
!width="20%"| Example Map / World
!width="20%"| Ideal Sun Angle
!width="20%"| Ideal Sun Pitch
!width="20%"| Ideal Brightness
!width="20%"| Ideal Ambience
|-
!colspan="5"| sky_ice_01
|-
| none yet
| 
| -37
| 
| 
|-
{|style="text-align:center;width:100%;" border=1
!width="20%"| Example Map / World
!width="20%"| Ideal Sun Angle
!width="20%"| Ideal Sun Pitch
!width="20%"| Ideal Brightness
!width="20%"| Ideal Ambience
|-
!colspan="5"| sky_eve_01
|-
| none yet
| 
| -37
| 
| 
|-
{|style="text-align:center;width:100%;" border=1
!width="20%"| Example Map / World
!width="20%"| Ideal Sun Angle
!width="20%"| Ideal Sun Pitch
!width="20%"| Ideal Brightness
!width="20%"| Ideal Ambience
|-
!colspan="5"| sky_ice_02
|-
| Ice World
| 
| -34
| 
| 
|-
{|style="text-align:center;width:100%;" border=1
!width="20%"| Example Map / World
!width="20%"| Ideal Sun Angle
!width="20%"| Ideal Sun Pitch
!width="20%"| Ideal Brightness
!width="20%"| Ideal Ambience
|-
!colspan="5"| sky_lava_02
|-
| Lava World
| 
| -42
| 
| 
|-
{|style="text-align:center;width:100%;" border=1
!width="20%"| Example Map / World
!width="20%"| Ideal Sun Angle
!width="20%"| Ideal Sun Pitch
!width="20%"| Ideal Brightness
!width="20%"| Ideal Ambience
|-
!colspan="5"| sky_night_02
|-
| Night World
| 
| -10
| 
| 
|-
{|style="text-align:center;width:100%;" border=1
!width="20%"| Example Map / World
!width="20%"| Ideal Sun Angle
!width="20%"| Ideal Sun Pitch
!width="20%"| Ideal Brightness
!width="20%"| Ideal Ambience
|-
!colspan="5"| sky_eve_02
|-
| lava_pit
| 
| -42
| 
| 
|-
==See also==
*Dreamball Level Creation
Category:Dreamball
Category:Lists
List of EP1 Fog Settings

This is a list of all and fog settings in Half-Life 2: Episode One.
{|class="standard-table" style="width: 100%; text-align: center;"
|-
! colspan="9" | ep1_background01
|-
| fog
| 500
| 6000
| N/A
| -1
| style="background: #161520; color:white" |
| style="background: #ffffff; color: black" | Default 
| Default
| 0
|-
| sky_camera
| 10000
| 100000
| N/A
| -1
| style="background: #dea945; color:black" |
| style="background: #485062; color:black" |
| 
| N/A
|-
! colspan="9" | ep1_background02
|-
| fog
| 300
| 3000
| N/A
| -1
| style="background: #e8b66c; color:black" |
| style="background: #ffffff; color: black" | Default 
| Default
| 0
|-
! colspan="9" | ep1_c17_01
|-
| fog
| 300
| 3000
| N/A
| -1
| style="background: #d2b082; color:black" |
| style="background: #ffffff; color: black" | Default 
| Default
| 2
|-
! colspan="9" | ep1_c17_01a
|-
| fog
| 300
| 3000
| 1
| -1
| style="background: #d2b082; color:black" |
| style="background: #ffffff; color: black" | Default 
| Default
| 2
|-
! colspan="9" | ep1_c17_02
|-
| fog
| 200
| 7000
| N/A
| -1
| style="background: #d2b082; color:black" |
| style="background: #ffffff; color: black" | Default
| 0 75 0
| 5
|-
! colspan="9" | ep1_c17_02a
|-
| fog
| 200
| 5000
| N/A
| -1
| style="background: #cfac85; color:black" |
| style="background: #ffffff; color: black" | Default
| 
| 5
|-
! colspan="9" | ep1_c17_02b
|-
| fog
| 300
| 7000
| N/A
| -1
| style="background: #d2b082; color:black" |
| style="background: #ffffff; color: black" | Default
| Default
| N/A
|-
! colspan="9" | ep1_c17_05
|-
| fog
| 200
| 15000
| N/A
| -1
| style="background: #d2b082; color:black" |
| style="background: #ffffff; color: black" | Default
| Default
| 0
|-
! colspan="9" | ep1_c17_06
|-
| fog
| 200
| 13000
| N/A
| 13500
| style="background: #d6c6a9; color:black" |
| style="background: #d6c6a9; color:black" |
| 
| 13
|-
! colspan="9" | ep1_citadel_00
|-
| fog
| 2000
| 3000
| N/A
| -1
| style="background: #000; color:white" |
| style="background: #fff; color:black" |Default
| Default
| 0
|-
| sky_camera
| 10000
| 100000
| N/A
| -1
| style="background: #dea945; color:black" |
| style="background: #485062; color:black" |
| 
| N/A
|-
! colspan="9" | ep1_citadel_01
|-
| fog
| 512
| 4200
| N/A
| -1
| style="background: #643d1a; color:white" |
| style="background: #fff; color:black" |Default
| Default
| 1
|-
! colspan="9" | ep1_citadel_02
|-
| fog_bridge
| 700
| 2500
| N/A
| 2700
| style="background: #874f16; color:white" |
| style="background: #fff; color:black" |Default
| Default
| 0
|-
! colspan="9" | ep1_citadel_02b
|-
| entry_fog_controller
| 1000
| 3500
| N/A
| -1
| style="background: #874f16; color:white" |
| style="background: #fff; color:black" |Default
| Default
| 0.1
|-
! colspan="9" | ep1_citadel_02b
|-
| fog_core
| 500
| 3000
| N/A
| -1
| style="background: #92e7f5; color:black" |
| style="background: #fff; color:black" |Default
| Default
| 8
|-
! colspan="9" | ep1_citadel_02b
|-
| fog_core
| 700
| 7000
| N/A
| -1
| style="background: #1c1e22; color:white" |
| style="background: #fff; color:black" |Default
| Default
| 8
|-|}
Category:Fog
List of Eternal Silence Entities

Category:Eternal Silence
This is a list of all Eternal Silence Entities
 ammo locker - Similar to the resupply locker in TF2.
 capship beam
 capship missile launcher
 capship railgun
 capship shield
 ctf flag spawner - Sets where the flag spawns. The flag will spawn at the center of this brush based entity.
 damage forward - Used to send damage to a specific capship. Useful for multiple prop capships.
 func desertion - A brush based entity, that when flown into, redirects a players ship, to it's origin. Useful, to stop players from flying away from the playable area.
 func spaceteleport - A teleporter that will only teleport ships. This is used to send players into the spacebox.
 func subsystem - The center of this brush based entity will produce an icon on the mini map. 
 info es spawn - The main spawn point for players. These can be made subsystem and team specific.
 space camera
 space capship
 space corvette
 space dust
 space turret
 target capship
Category:Lists
List of Garry's Mod Soundscapes

Here is a list of soundscapes for use in . An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.
A preview video of these soundscapes can be found here.
== gm_construct and gm_flatgrass ==
Name 	Description 	Position Number	Position Description
construct.outside	Sound of many birds and wind. 	 	
construct.inside 	Quiet hum of moving air. 	 	
construct.lake 	Similar to construct.outside but with waves breaking gently. 	 	
construct.garage 	Sound of birds and quiet room hum. Ideal to be between construct.inside and construct.outside
List of HL2: lost coast Soundscapes

Here is a list of 17 soundscapes for use in Half-Life 2: Lost Coast. An easy way of testing them is to use the playsoundscape console command, which includes limited searching for soundscape names so you shouldn't have to print out a copy of this list for reference.
A preview video of these soundscapes can be found here.
== lostcoast ==
Name 	Description 	Position Number	Position Description
coast_lostcoast.util_headcrab_canister 	Sounds of headcrab canister. 	 	
coast_lostcoast.util_metalstress 	Randomly metal stress / creaking. 	 	
coast_lostcoast.util_shackmetal 	Quiet metal stress. 	 	
coast_lostcoast.util_crumblycliff 	Sound of rolling and falling stones. 	 	
coast_lostcoast.util_windgusts 	Sound of wind. 	 	
coast_lostcoast.util_fardrips 	Sound of frequent drips. 	 	
coast_lostcoast.util_birds 	Sound of birds singing. 	 	
coast_lostcoast.util_lakeshoreline 	Sound of waves breaking gently. 	 	
coast_lostcoast.util_shoreline 	Sound of strong waves. 	 	
coast_lostcoast.util_distant_shoreline 	Sound of distant waves. 	 	
coast_lostcoast.general_oldwoodbuilding 	Interior. Wood stress, wind gusting, seagulls and waves crashing shore outside.	 	
coast_lostcoast.general_oldwoodbuilding_with_windchimes	Same as above but with windchimes. 	 	
coast_lostcoast.general_shoreline 	Sound of waves, birds and windgusts. 	 	
coast_lostcoast.positional_shoreline 	Similar to above, but closer by and a lot more waves. 	0 	Water waves crashing.
 	 	1 	Water waves crashing.
 	 	2 	Water waves crashing.
 	 	3 	Water waves crashing.
 	 	4 	Water waves crashing.
coast_lostcoast.cliffside 	Sound of waves and rolling rocks. 	 	
coast_lostcoast.generic_ambient_01 	Both close and distant waves crashing, wind gusting and seagulls calling. 	 	
coast_lostcoast.distant_shoreline 	Distant waves crashing, wind gusting and seagulls calling.
List of HL2 Animals and Creatures

== Fauna ==
Image:Antlion.jpg|
Image:Antlion worker.jpg| (Ep2 worker)
Image:Antlion guard.jpg|
Image:pigeon.jpg|
Image:crow.jpg|
Image:seagull.jpg|
== Water creatures ==
Image:Ichy.jpg|
 — CS:S only
 — Effect of leeches in the water visible to player while player in the trigger.
== Xen ==
Image:Barnacle.jpg|
Image:headcrab.jpg|
Image:headcrab_fast.jpg|
Image:headcrab_black.jpg|
Image:Vortigaunt.jpg|
== Sample maps ==
* Fun Creatures project for HL2
* Crows in CS:S
* Fish Pool for HL2
* Fun with Dog in HL2DM
== See also ==
* Half-Life 2 Level Creation
__NOTOC__
Category:Hubs
Category:Lists