nyuuzyou/wikis huggingface dataset:
Half-Life Texture Tools

is an essential application for anyone who wishes to create, edit, and view WAD and SPR files for Half-Life. Current version is 1.6.1
== Features ==
# Half-Life Texture Tools is an application designed for editing GoldSrc sprites and WAD3 files. It offers a range of features that allow users to extract or batch extract textures from WADs and BSPs in any modern format such as PNG, JPG, BMP, and GIF. One major advantage of Half-Life Texture Tools is that it can do minor editing of textures already available in WAD, including rotation and editing the texture’s palette.
# Additionally, the application can view existing sprites and create entirely new ones that can be locked to any orientation and using any render mode, including additive and alpha-tested. It also supports transparent color picker, which works only on sprites compiled with SPR_ALPHATEST. The application has drag-and-drop support for PNG, JPG, BMP, GIF, and TIFF images when creating WADs and sprites.
# Half-Life Texture Tools also supports Valve Hammer Editor textures tool and extract WAD from BSP tool, making it an all-in-one data file tool for Half-Life modders and game designers. Furthermore, you can efficiently manage WAD and sprite files with the help of a list, thumbnail, tiling, background color and transparent preview options.
== Drawbacks ==
# Disadvantage of this tool is that it lacks some of the advanced image editing capabilities that other image editors offer such as adding text, shapes, or filters to images.
# Animated sprites and some transparency creation can cause issues.
== Requirements ==
# Half-Life Texture Tools requires .NET Framework 3.5 or above to run. You will also need a Windows Operating System to install and run the application. Additionally, the application uses FreeImage open source image library, which can be found at http://freeimage.sourceforge.net for details.
== Screenshots ==
Image:Hltex1.png|Half-Life Texture Tools viewing a custom WAD
Image:Hltex2.png|Half-Life Texture Tools viewing an explosion sprite
Image:Hltex3.png|Half-Life Texture Tools editing a texture's color palette
== External links ==
* Github
* Valve Dev
* Sprite Tutorial by The303
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Category:Non-Steam Applications
Category:GoldSrc Level Design
Half-Life Unified SDK

Half-Life Unified SDK is a project that aims to provide an updated version of the , with full support for the expansion packs and as well as new features.
==Overview==
The following types of changes are in scope for this project:
* Bug fixes
* Features to improve the game's code (refactoring, generalizing, simplifying)
* Fixing game-breaking bugs in game assets (e.g. soft-locked trigger setups)
The following types of changes are out of scope:
* Graphical upgrades
* Physics engine changes
* Other engine changes
== Requirements ==
* Requires Desktop Runtime 6 for the tools
== Tools ==
Several standalone tools are branded as part of the "Unified SDK" project but are separate from the mod code.
* , a more robust and more stable replacement for .
* , a modern BSP decompiler with more accurate results than previous tools.
== Quotes ==
== External links ==
* GitHub
* Half-Life Unified SDK CSharp tools
* Forum topic from 2021
* Forum topic from 2018
Category:Half-Life
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Category:GoldSrc Level Design
Half-Life Unified SDK Map Decompiler

is a powerful tool used to decompile Half-Life 1 BSP version 29 and 30 files. It stands out from other similar decompilers as it is written in C#, making its source code more accessible and easier to maintain. It also supports original Half-Life Alpha 0.52 BSP files. The application stores user configuration files in on Windows and on Unix systems.
== Strategy ==
This decompiler comes with two strategies - the tree-based and the face-to-brush decompiler:
* The tree-based decompiler works by processing the Binary Space Partitioning tree for hull 0 for each brush model in the map. 
* The face-to-brush decompiler converts each brush face in the map to its own brush. 
Both decompilers strive to accurately recreate the original map, but some level of inaccuracy is expected due to the lossy format of data in the BSP file.
== Features ==
# Cross-platform compatibility: The Half-Life Unified SDK Map Decompiler can be used on both Windows and Unix-like systems.
# Open-source: Being written in C#, the source code of the decompiler is accessible and easy to maintain.
# Ease of use: The decompiler has user configuration files stored in AppData/Roaming/Half-Life Unified SDK on Windows, and home/.config on Unix systems, making it easier for the user to customize.
# Two decompiler strategies supported: The decompiler has two strategies for decompiling maps, giving the user more options.
# Conversion to map source file representation: The decompiler includes the conversion of each brush to its map source file representation.
== Drawbacks ==
# Limited support for BSP files: The decompiler only supports Half-Life Alpha 0.52 and original Half-Life BSP files, and not other Quake-engine derivative BSP files.
# No support for other game maps: The decompiler does not support Quake 1/2/3 and Source maps, as well as engine offshoots like Svengine and Paranoia 2.
# Inaccurate recreated maps: Due to the lossy format in which the original brush data is stored, re-created maps will never be 100% accurate, and will have invalid geometry in some cases.
# Missing geometry: The decompiled maps will be missing some geometry, further reducing their accuracy.
# Original brushes cannot be restored: The decompiler cannot restore the original brushes as the data is stored in a lossy format.
== Screenshots ==
File:HLUnifiedSDKMapDecomplierScreenshot.png|Gui
File:Crossfire hlsdkunified.png|Decompilation of dm_crossfire
== External links ==
* Github
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Category:Non-Steam Applications
Category:GoldSrc Level Design
Half-Life VR

== Overview ==
Half-Life VR adds full 1:1 weapon tracking using the Razer Hydra, plus countless changes designed to make Half-Life 2 a more VR-friendly experience. Now with experimental full body tracking in preparation for upcoming STEM support.
== Features ==
* Native Razer Hydra and Oculus Rift support.
* Numerous changes to make HL2 more VR-friendly.
== Media ==
Some gameplay video on YouTube.
== History ==
* 14/10/2013: Version 1.2 released.
* 23/9/2013: First release based on the new 2013 SDK.
== Team ==
* Nathan Andrews: Programming and Design
* WormSlayer : Graphics & Design
== External links ==
* Official website (Archive)
* 
* GameBanana page
* RiftEnabled page
* Oculus Share page
Category:Half-Life 2
Half-Life series

Half-Life is a series of predominantly single-player FPS games.
== titles ==
The Half-Life series consists of the following Valve-developed titles:
* ()
** ()
** ()
* ()
* ()
* ()
* ()
* ()
* ()
* ()
== Licensed titles ==
The following titles developed either primarily or entirely by external studios, but are officially licensed by Valve:
* ()
* ()
* ()
* ()
* (, Arcade)
== Related titles ==
Additionally, the following titles are tangentially connected to the Half-Life franchise:
* ()
* ()
* ()
* The ( and )
== Fangames ==
There are also many mods and fangames which take place in the Half-Life franchise, such as , , and .
Category:Series pages
Half-life 3: Citadel Unleashed

Half-life 3: Citadel Unleashed is a mod based on the .
==Features==
* Improved lighting with projected textures and CSM.
* New shader effects from City 17: Episode One.
* Changed HUD.
* GamepadUI.
== Chapters ==
* Outland
* City 14
* Outland (part 2)
* Wasteland
* Blackmesa
* Destroyed City 17
* Death
== Reviews ==
On moddb the mod received mostly low ratings due to optimization problems, poor level design.
== External links ==
* GitHub Repository
== References ==
# ModDB Reviews
Category:Open source mods and games
Half Lambert

Half Lambert lighting is a technique designed to prevent the rear of an object losing its shape and looking too flat.
Half Lambert is a completely non-physical technique and gives a purely percieved visual enhancement and is an example of a forgiving lighting model.
== Games ==
# 
==Implementation==
To soften the diffuse contribution from local lights, the dot product from the Lambertian model is scaled by ½, add ½ and squared. The result is that this dot product, which normally lies in the range of -1 to +1, is instead in the range of 0 to 1 and has a more pleasing falloff.
In the original , where this diffuse Half Lambert term was the only term in most of the model lighting, it kept the characters in particular from being lit exclusively by a constant ambient term on the back side with respect to a given light source.
In , Half Lambert lighting can most often be seen being used on the characters face materials. It is enabled by the use of within a material's VMT file.
==See also==
* $halflambert - VMT shader parameter to enable Half-Lambert lighting.
Category:GoldSrc
Category:Source
Category:Material System
Half Life

Half Life may refer to
* One of the various games, expansion packs and/or episodes
** 
** 
** 
** 
** 
** 
** 
** 
** 
** 
** 
** 
** 
** 
* Third-party mods or titles based on the Half-Life games
** Action Half-Life
** 
** 
* The savegame formats
**.HL1
**.HL2
* Various categories indexing Half-Life related articles
** :Category:Half-Life
** :Category:Half-Life 2
Half Life: Alyx Level Creation

This article focuses on the Half-Life: Alyx series level design. For general mapping tutorials, see :Category:Level Design.
__NOTOC__
== General ==
* Turrets
* Vehicles
* Retinal scanners
* Regions & Atmospheres
* Confiscation Field
* Igniting entities
* Level Transitions
== NPCs and AI ==
* Combat
* Dynamic assaults
* Nodegraph construction
* NPCs (monsters, allies, characters)
* Mapping with Antlions
* NPC Door Navigation
* Mapping with Zombies
* AI Metrics
== Additive Information ==
* Half-Life Alyx FGD
== References ==
==== ====
* List of Skies
* List of Soundscapes
* List of Entities
* List of Foliage
* List of Animals and Creatures
* List of Soundtracks
* List of Fog Settings
== External Links ==
* half-life.com/alyx - Official Website.
Category: Level DesignCategory: Half-Life: Alyx
Half Life: Residual Life

== Overview ==
Finally, a new age, but where you came from himself, will not even know who he is.
But, in any case, you go, you will know the meaning of existence itself.
At the same time, the world will spiral into chaos once again invite you to be.
== Chapters ==
#Impossibility Dream
#Black Mesa Inbound
#Routine Work
#State of Emergency
#Legal Defence
##'One' is all, 'All' in one! (Second Path)
#Ground Zero
##Between Worlds and Chaos (First Bonus Chapter)
#No Way Out
#Countdown (Branches into two routes)
=== Black Mesa Route ===
#Ashes to ashes, dust to dust
#Heart of Evil
#Center of All thins
#Sun-Eater's Pillar (Second Bonus Chapter)
#The Tiny Dwarf (Third Bonus Chapter, Boss fight)
=== Xen Route ===
#Chronos Ruins
#Ashes of Lautrec
#Alter of Sacrifice(Fourth Bonus Chapter, another Boss fight)
==== End ====
#Impossibility Dream
#Epilogue
== External links ==
*
*Devblog (in korean)
Other mods by this author:
*Residual Point (HL1)
*Residual Error : City 34 (Vol.1) (HL2)
*
Half Life: Residual Point

== Overview ==
This is a mod made by a Korean mapper. The read me is almost empty. It seems to be a remake of Half-Life. It starts with a tram ride, followed by collecting your hazard suit, then pushing the material into the test chamber and watch things go wrong.
== External links ==
*
*Review
*Objects (korean)
== Other mods by this author ==
*Residual Life (HL1)
*Residual Error : City 34 (Vol.1) (HL2)
*Residual World : Mirror Gate (HL2)
== Media ==
Image:Ak01a0000.jpg|Tramride chapter screenshot - click to enlarge
Image:Zk03f0017.jpg|Recession chapter screenshot - click to enlarge
Image:Zk03f0000.jpg|Recession chapter screenshot - click to enlarge
Image:zk03f0009.jpg|Recession chapter screenshot - click to enlarge
Image:Lk020006.jpg|Recession chapter screenshot - click to enlarge
Image:Pk040009.jpg|Recession chapter screenshot - click to enlarge
Image:Lk030007.jpg|Distortion chapter screenshot - click to enlarge
Image:Xk02r0011.jpg|Xen chapter screenshot - click to enlarge
Half Life 2: Dark Matter

== Overview ==
This mod is now officially dead. Sorry. If an admin or someone could delete this page so I don't get told off for vandalism, go ahead. Sorry again.
A mod of the source engine where you play as David Mason (his name might change), a scientist for Black Mesa who experiences the side effects of the Xen incident elsewhere in the Facility and the repurcussions it has elsewhere.
== Features ==
* At the moment there is only me working on this mod as mapper. If anyone else wants to get on board please feel free to let me know. User:Goliath
== Media (Screenshots)==
== History ==
None of this Either
== Team ==
Currently Me. I am looking for anyone willing to help, but later as I would like to organise a few things first before I began the actual process of managing a team or whatever. Watch This Space.
Half Life 2 Background Maps

Half Life 2's background maps usually:
#Contain a small snippet of a map from the campaign.
#Have a point_viewcontrol entity used to lock the players view.
#FOV is forced at 75 (since 20th anniversary).
In the order commonly seen, here is every background map:
===background01===
The plaza from the start of the game. (d1_trainstation_02)
Hl2 background01 main.png
===background02===
The outside from the start of Water Hazard. (d1_canals_06)
Hl2 background02 main.png
===background03===
The rooftop where Father Grigori gives you the shotgun. (d1_town_02)
Hl2 background03 main.png
===background04===
A road near a bridge. (d2_coast_07)
Hl2 background04 main.png
===background05===
Inside Nova Prospekt. (d2_prison_02)
Hl2 background05 main.png
===background06===
A destroyed building. (d3_c17_13)
Hl2 background06 main.png
Hl2 background06 citizen.png
===background07===
Inside the Citadel. (d3_citadel_05)
Hl2 background07 main.png
== See also ==
* Half-Life 2 map reference
* Menu Background Map
Half Life Parallel - Episode 1

== Overview ==
Half-Life: Parallel takes place in an alternate, "Parallel" world broken off the story of . In the alternate history, Gordon Freeman died while trying to save Eli Vance from Nova Prospekt, in the process both he and Vance were killed. These events left the rebels behind to begin the revolution on their own...
You play as Adam V. Zamora - One of the few surviving commanders of The 7 Hour War, you rise from a strange coma, in which a strange man spoke to you, about some sort of job, and there not being a choice. You then woke up, nearly left behind, but awakening just in the nick of time, to leave the city, through the canals...
== Team ==
Mappers -
Tyler Logsdon, Jonathan Byington, Thomas Heffernan
Texture Creation & editing -
Tyler Logsdon
Voice Actors -
Morgan Barnhart, Danielle McRae, Jules Ismail, Robert Ducat, Jon Fawkes, Michael Seigler
Composer-
David A Mason III(stainofmind.com
== External links ==
* 
Category:Released Mods
Category:Single Player Mods
Halfquake Sunrise

== Overview ==
Halfquake Sunrise is the third part of the Halfquake series, the successor to Halfquake Amen, released in 2002. Yet again the player takes on the role of a victim, whose sole purpose is to entertain an invisible audience - by suffering and dying!
== Features ==
* Over 50 new challenging traps.
* Claustrophobic black and white environment.
* Voice-acting.
* Exclusively produced soundtrack.
* Roughly five hours of single-player experience (depending on your skill).
== Media ==
Image:Hqs screen1.jpg|Click to enlarge
Image:Hqs screen2.jpg |Click to enlarge
Image:Hqs screen3.jpg |Click to enlarge
Image:Hqs screen4.jpg |Click to enlarge
Image:Hqs screen5.jpg |Click to enlarge
== History ==
Development began as early as 2004 and was quickly cancelled again, after realizing that it was too similar to its predecessor, Halfquake Amen. Two more false starts later, in September 2007 the development began anew, and it took almost three years to finish it.
== Team ==
Mainly muddasheep has worked on Halfquake Sunrise, with help from friends.
== External links ==
*Official Website
*
Ham and Jam

== Overview ==
Ham and Jam is a teamplay orientated, first-person WW2 multiplayer game centred around the British and Commonwealth campaigns from -45. Historically accurate missions coupled with careful balance between realistic and enjoyable gameplay makes Ham and Jam a unique experience.
== Features ==
* Commonwealth vs. Axis forces - Britain, Canada, Poland, Australia, New Zealand and other Free armies vs. both German and Italian armies.
* Objective based, historically accurate missions - Actual WWII battles and operations re-created with the same objectives. No random capture-the-flag gameplay.
* Teamwork orientated - Objectives that require more than one player to complete. Points and rewards are only given for completing mission goals.
* Realistic yet un-complicated - Realistic limits on movement and weapon characteristics but not at the sake of gameplay.
== History ==
Ham and Jam started as an idea between its two main developers as an alternative to the tired old "U.S./Russia vs. Germany, post June 6th, 1944" formulae WW2 games seem to use. Fed-up with everything prior to D-Day being ignored, the North West Europe theatre, and the lack of British, Commonwealth, and Free Forces they decided to do something about it...
The goal was clear - to make a WW2 mod that featured all the "missing" bits of WW2 history, and portray it in a historically accurate way but without detracting from the fun or playability by overdoing realism. In short, the kind of game they and their friends would like to play. Rather than a deathmatch gameplay style, Ham and Jam is all about teamwork as were the real battles. Each map is set out with objectives and as a team you must fight to complete them to win.
== Team ==
From the start, Ham and Jam has had an interesting development ethos. First of all, there is no real "team", only a few core "leads" and everyone else is a contributor free to add whatever they like. There is no commitment to the mod full-time - you can choose to work on it for a month, or a week or simply donate a few textures and leave, it's entirely up to you. Those currently working on the mod include:
=== Front Line Division ===
* Neil "Jed" Jedrzejewski - Mod founder | Technical lead | Modelling & animation | Coding
* John "Ginger Lord" Crewe - Mod founder | Level design lead
* Mark “TheSurgeon” Edwards - Map maker | Environment models
* Soren “mXed” Norbaek - Weapon and Environment models | Animation
* Lasse “spine” Olsen - Art Lead | Texture & Graphic Design
* Sam “Sam” Murray - Environment models
* Mitchell “Engineer” Keesee - Audio & sound effects
* Stephen “SteveUK” Swires - General coding
== Development status ==
Ham and Jam is under constant development but is currently playable and undergoing internal Beta testing.
== External links ==
* Ham and Jam - the official website. 
This mod needs:
Texture Artists
Animators
Category:Help Wanted
Category:Multiplayer Mods
Hammer++

is a community-made modification of for that provides an updated, more stable, feature-rich version of the editor.
== Supported games ==
Hammer++ currently officially supports the following:
* (x64 only)
* (x64 only)
* 
* 
* (via ) 
* (via ) 
* and it's episodes (via ) 
* 
* 
It is also included with (x64 only), in lieu of vanilla Hammer.
Hammer++ for is no longer supported and no longer receives updates; Ficool recommends using Hammer++ and porting the shader. Alternatively, the version of Hammer++ can be used, although it is behind on updates.
==Other games/mods tested==
==Features==
* Accurate lighting preview
* Upgraded graphic fidelity
* Significantly better stability
* Particle rendering
* 2D + 3D skybox preview
* New model browser, particle browser, color editor, and keybinding editor
* Realtime display of fog and ropes
* Variety of new tools such as physics simulation, gizmo manipulation, drawing of polygon shapes, and convex brush merging
* New tools
* Built-in version of propper
* Quality of life improvements
* Jumpman mode
* ... and much more!
A more detailed feature list can be found on the website and you can support ficool2 via Ko-fi
==Caveats==
=== Hammer++ game specific issues ===
Additional bugs can be found in the official issue tracker, which is no longer maintained.
==See also==
*Hammer++ for Linux
*Half-Life Model Viewer++
*Propper++
==External links==
* Official Hammer++ Website
** Hammer++ Version History
* GitHub releases page - contains previous version of Hammer++
Category:Hammer
Category:Level Design
Hammer++/Credits

= Credits =
Programmer: ficool2
Artist: Izotope
Web designer: DarviL
Additional help with code: SCell555 / Momentum Mod team
Assistance with vector math: NvC_DmH_CH
Toolbar icons: Yrrzy, Pont
Tool cube icon: Tumby
Special thanks to all the beta testers for their feedback and bug reports!
Category:Hammer++
Hammer++ for Linux

==Note:==
Hammer, and by extension Hammer++, are native Windows applications. Compatibility with Linux is limited by the compatibility tools, not Hammer or Hammer++.
* Chances are, most bugs you experience will be platform specific - do not report these bugs to the issue tracker.
=Hammer for CS:GO=
===Arch Based Distros:===
# Manjaro Linux, 5.17.15-1 Kernel (Build 8861, 6/26/22)
# ... to come later
===Deb Based Distros:===
# ... to come later
===RPM Based Distros===
# ... to come later
=Installation=
# Install CS:GO for Linux as normal.
# Proceed to install the CS:GO SDK with Proton 7.0.3 enabled under compatibility settings.
# In the launch options, for NVIDIA users, paste in the following: PROTON_ENABLE_NVAPI=1 PROTON_USE_WINED3D=1 %command%
# In the launch options, for AMD users, you should be good with just: PROTON_USE_WINED3D=1 %command%
# From this point, you should be able to launch the SDK and launch Hammer without error.
# Install Hammer++ as normal. (Arch based distros are under /home/.local/share/Steam/... and NOT in /home/.steam/!)
# Replace hammer.exe with hammerplusplus.exe.
===Troubleshooting===
Steam may not have downloaded some of the Windows files necessary for Hammer. You can open the Steam console (steam://open/console) and type: download_depot 732
===Known issues===
* Using expert compile options will not succesfully run and compile a map. You will need to append .vmf to the end of each instance of $file in the command parameters.
* Opening the Options menu under Tools > Options will cause an access violation. A fix is not known at the moment. Most settings are available under 
* Closing the Keybind editor or the Model or Particle browser will cause a crash. Running Hammer++ in Wayland mode instead of X11 will prevent this, however it introduces other problems.
* The 2D and the 3D Viewports to appear too dark.
* The 2D Viewports are sluggish.
=Hammer for CS:S through Wine + Winetricks=
===Installation===
# Install CS:S on Steam
# Right click CS:S in Steam -> Select Properties -> Compatibility -> Force the use of a specific Steam Play compatibility tool -> Proton Experimental
# Update the game to download the Windows version of CS:S
# Copy the entire game directory to a new location
# Uncheck to reinstall the Linux version of CS:S
# Download Hammer++ and extract it
# Copy the contents of the Hammer++ 'bin' directory into the Windows CS:S 'bin' directory
# Run 'winetricks --gui'
# Create a new wine prefix called "HammerPlusPlus"
# Install 'dxvk' to the Wine prefix
# Enable the following Wine prefix settings and 
# Run hammerplusplus.exe using the new Wine prefix.
(Optional) Create a shortcut or alias to open HammerPlusPlus using the Wine prefix. Example:
#!/bin/sh
WINEPREFIX="$HOME/.local/share/wineprefixes/HammerPlusPlus" wine "/opt/css-sdk/Counter-Strike Source/bin/hammerplusplus.exe"
Category:Hammer++
Category:Linux