nyuuzyou/wikis huggingface dataset:
Teleporters

Teleporters can be created using standard Source entities.
 OnBlah > !activator > Addoutput > origin x y z
 OnBlah > !activator > RunScriptCode > self.SetVelocity(Vector(0,0,0))
== One-way teleporter ==
Start by creating a brush and texturing it with tools/toolstrigger. Now select the brush and press + , or right-click the brush and select Tie To Entity, select trigger_teleport and click Apply. This will be the area in which a player must enter to be teleported (see picture on the right).
:* Set the 'Remote Destination' to an appropriate name (teleport_destination_1, for example).
:* Change to the 'Flags' tab and check the 'Clients' flag to allow players to teleport.
Next, create an info_teleport_destination from the entity list where you want the teleport exit to be. This will be the point where the player is teleported to.
:* Set the 'Name' attribute to the appropriate name that was used in the previous step (teleport_destination_1).
Now in game, when you touch the trigger_teleport, you come out at the info_teleport_destination.
== Two-way teleporter ==
Making a two-way teleporter is very similar to a one-way teleporter, and if you can make one of those work successfully, all thats required is common sense.
Firstly, create the 2 brushes that will become your teleport entrances, and texture them with tools/toolstrigger. Now, as with one-way teleports, press + , or right-click and select Tie To Entity and select trigger_teleport for both of them.
:* Set the keyvalues and flags the same as a one-way teleporter, except for Remote Destination.
:* Set the Remote destination keyvalue of one teleport entrance to an appropriate name (teleport_destination_1, for example) and the other entrance, to another name such as teleport_destination_2.
:* Name these brush entities something appropriate, like teleport_entrance_1 and teleport_entrance_2.
Now create 2 info_teleport_destination entities. These will be where you are teleported to.
:* Set the Name of each of them to the appropriate names thought up earlier (teleport_destination_1 and teleport_destination_2, for example).
:* Place the one teleport destination near to the entrance that does not teleport to it.
:* Place the other teleport destination near to the other teleport entrance.
Now when you step into teleport_entrance_1 you will be teleported to teleport_destination_1 and the same with teleport_entrance_2 and teleport_destination_2.
==Making Teleporters Team-Specific==
If you have teleporters in your map that are out in the open, and you want to make them team-specific, add 1 filter_activator_team per teleporter that you are making team-specific.
:*In the filter properties, name your activator, and set the 'Team' to whichever team you want the teleporter to be used by.
:*Open your trigger_teleport properties, and set 'Filter Name' to the name of the corresponding filter.
==External links==
*Teleporting (sdknuts)
*Teleports (halfwit-2)
*Teleporter with Random Destination (editlife)
*Teleporter (Interlopers)
*Multi-destination teleporter (snarkpit)
*Random Teleporter (snarkpit)
Category:Level Design
Category:English
Terrain Generator

known as "Nem's Mega 3D Terrain Generator"
is a terrain generator that takes a step in a completely different direction. Unlike traditional generators where the user must depend solely on the generators generation abilities, this generator gives its users complete 3D control over what their terrain looks like. Users start off with a flat piece of landscape, then add to it with one, or a combination of many powerful generation options. They then have several tools at their disposal to literally grab the terrain and pull it as they want it. The terrain can be saved as a .tgm file for latter use and exported to a .map file for use in any map editing programs for Quake engine based games such as Half-Life. Additionally terrain can be exported as a .t3d for use in UnrealEd or a .rmf or .vmf file for use in Hammer or any number of other supported formats.
Terrain Generator is created by Ryan "Nemesis" Gregg
==Features==
*Full 3D control over the appearance of your terrain.
*Nine tools to help you shape your terrain.
*Fractal terrain generation via eleven unique configurable algorithms.
*Heightmap terrain generation.
*Multi level Undo, Redo and Revert.
*Four render modes: Textured, Solid, Wireframe, and Points.
*Several different styles of lightmaps.
*Lots of additional display options.
*Save your terrain as a .tgm file for latter editing.
*Exports to .vmf, .map, .rmf, .t3d, .dxf, .obj, .smf, .txt, .bmp and .jpg file formats.
*Ability to export hint brushes along with your terrain for polygon reduction in Quake engine based games.
*Texture browser.
*Simple vertex locking.
*Recent .tgm file menu.
*Quick and easy setup.
*100% Free.
==External links==
*GITHUB Archive (Download)
==See also==
*
*Displacement
Category:Third Party Source Tools
Test Sign

The Test Chamber Sign is a tool used in Portal 2 to tell the player what elements will be presented in the level, and the progress they have made out of the total amount of levels.
==Creating the Sign==
1) Place a func_instance on the wall where you wish the sign to be.
2) Choose the VMF filename "instances/signs/info_sign_sp_clean.vmf".
3) Name the instance "level_sign".
4) Place a trigger-texture before the player will run up to the sign and tie it to a trigger_once. Make the output for the trigger_once:
::
	My Output	Target Entity	Target Input 	Parameter	Delay	Only Once
	OnTrigger	level_sign 	instance:info_panel_activate_rl;Trigger	none 	0.0 	No
==Final Notes==
By default, this instance creates a sign that displays "00" and "None" for level number and level progress, with no hazard icons. Test sign data appears to be loaded based on the level name, from the file "scripts/vscripts/transitions/sp_lightboard_icons.txt".
If you make your own sp_lightboard_icons.txt, edited to include your own maps and place it within a VPK package (still following the same file structure), your signs will work. The official single player maps can be removed from your EDITED COPY, but make sure to leave the original in "scripts/vscripts/transitions/sp_lightboard_icons.txt" UNEDITED. The formatting of the sp_lightboard_icons.txt is explained within it, with comments. This method will not change the original file, but the game will use your version while running your map from the VPK.
Although it does seem that if you have a custom addon VPK with a custom sp_lightboard_icons.txt within it, the official single player signs and any in other VPKs, won't work. There can only be one available for use at one time, although a single custom sp_lightboard_icons.txt will override the main single player one.
Category:Portal 2 Tutorials
TexMex

TexMex is a WAD management tool for -based games and . With it, you can open up WADs and BSPs, see their textures, and export them out to other formats. It supports a variety of texture formats, including lightmaps and miptex, M8 and M32, WAL, SWL, PCX, TGA, BMP, and JPG.
TexMex also allows you to create new WADs and delete textures from existing ones, meaning only the textures you need are loaded into your level editor or shipped with your map.
== External links ==
* Download mirror on the Valve Developer Union
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Category:Non-Steam Applications
Category:GoldSrc Level Design
Texel

A texel is a on a texture. A texel will rarely map 1:1 onto a screen pixel. A texel, short for texture element, serves as the fundamental building block of a texture in computer graphics. Unlike a pixel, which directly corresponds to a point on the screen, a texel is a discrete unit within a texture map. The relationship between texels and screen pixels is seldom a straightforward one-to-one mapping.
Textures are two-dimensional images applied to 3D models or surfaces in computer graphics to enhance their visual appearance. Texels, as the individual elements composing these textures, are designed to cover the surface of objects seamlessly, providing intricate details and realistic features. However, the challenge arises when these textured surfaces are projected onto the screen.
Due to variations in resolution, aspect ratios, and other factors between the texture and the screen, a texel does not always align perfectly with a single screen pixel. This lack of direct correspondence often leads to interpolation or sampling techniques during the rendering process. Sophisticated algorithms are employed to determine how texels contribute to the final pixel values on the screen, ensuring a visually coherent and appealing representation of the textured surfaces.
Category:Glossary
Texlight

A texlight ("texture light") is a light generated by the map compiler in front of a surface with a given texture, making it appear as if the texture is emitting light. Older compilers, such as QRAD and VRAD create a single large texlight in front of the texture, adding a new texlight for every subdivision. Modern compilers, such as ericw-tools, can instead create several smaller texlights across the textured face, making it look more like the texture is actually casting light, instead of looking like it has a light placed right on top of it.
In , only RAD files can create texlights.
In , RAD files can be used, but they have been deprecated in ZHLT and VHLT by info_texlights and light_surface.
Category:Glossary
Text editor

__NOTOC__
There are loads of text editing applications out there, but some are actually more useful than others depending on the use case. We'll be focusing on uses in Source for our use case, however.
== Light Editing ==
* Notepad - A very, very basic but it does come ready-installed with Windows OS.
* - An open-source text editor with some very helpful tools and plugins for Source modding. It is free to download.
* ConTEXT
* AkelPad — Excellent replacement for Notepad, with plugins and C/C++/other languages code support (HighLight and Autocomplete plugins).
* Visual Studio Code — Simular to Notepad++, with a built-in marketplace to download plugins for both coding and the editor itself.
It's also worth mentioning that VTFEdit has text editing functionality for .vmt files.
=== Uses ===
Light Text Editors should be used for the following Source file extensions:
* .txt (!)
* .qc
* .qci
* .vmt
* .cfg
* .res
* .fgd
* .manifest
* .nut
== Heavy Editing ==
* Visual Studio
== See also ==
*Programming
Texture

Category:GlossaryCategory:Material System
A texture is a two-dimensional raster image in the context of a game engine. Textures in Source are stored in the Valve Texture Format, and with a very few exceptions are only accessed through an intermediate material.
While the most common type of texture is the albedo, there are many different uses for raster images in modern game engines. For instance bump maps, which encode three-dimensional height and facing in the color value of each pixel, or specular masks, which determine the intensity of a specular reflection.
Textures differ from materials; textures are the actual images that the game renders and adjusts lighting with. The Material is what the game can actually read and tells the game what to draw.
== Tutorials ==
* Adapting PBR Textures to Source
* Creating a Material (including texture creation)
* Creating PBR materials (select third-party engine support)
* Applying Textures (in Hammer)
* UV mapping
== See also ==
* Material
* Valve Texture Format
* VTFEdit, VTF Shell Extensions and no_vtf
* Material Download Sites
Texture Application and Camera Manipulation

== Moving the 3D Camera in Texture Application Mode ==
Instead of switching to the Camera Tool to move the camera, use one of the several Hammer Keyboard Shortcuts available to move the camera. When using the keyboard shortcuts to move the 3D camera position, you do not have to close the Texture Application window.
== Getting "Locked" in the 3D Viewport When Using Shortcuts ==
When using camera keyboard shortcuts while the Face Edit window is open, it's possible to get into a state where the 3D view is stuck in navigation mode.
This occurs when the Texture Application window is over the center of the 3D view, and the Spacebar or other keyboard shortcut is used to navigate in the 3D view. If this happens, simply left-click to restore the Texture Application as the active viewport. A workaround is to move the Texture Application view to the side before attempting to change the camera position in the 3D viewport.
Category:Hammer
Category:Level Design FAQ
Texture alignment

Hammer has several modes of projecting textures onto brush faces.
==World Alignment==
World alignment is an option in the Hammer Face Edit Dialog. When it is enabled, it means that the texture is projected along the global x, y, or z axis (whichever is closest to the orientation of the face).
==Face Alignment==
With face alignment, the texture is projected directly onto the face, whichever direction it points.
Note that quite often, a face already points in the same direction as the Hammer grid. In that case, both "world" and "face" will be checked in the face edit dialog, and they can't be unchecked. This is not a bug; it just indicates that both texture projections apply to the selected face. Just as often, a face points in the opposite direction as world alignment. In that case there is a difference between "World" and "Face" alignment.
==Arbitrary Alignment==
Textures can be projected along any direction. When neither "world" nor "face" is checked in the face edit dialog, texture alignment can be considered arbitrary.
=== Alt+Right Click ===
Select one face on a brush, and then right click an adjacent face while holding . The texture on the second face will be aligned and shifted to match seamlessly at the shared edge. The effect is as if you had "folded" the texture around the edge. This technique is useful for aligning textures across multiple faces.
=== Align to View ===
An often-overlooked feature is Align to View: the ability to project textures using the angles of the camera. The usefulness of this feature is limited, but it illustrates how much flexibility there is in texture alignment.
Category:Hammer
Texture shadows

Texture shadows model surfaces (not brushes or displacements!) to cast baked lightmap shadows based upon transparency or translucency from or .
To enable model texture shadows, add to the VRAD parameters.
 To enable brush and displacement texture shadows, add (and optionally for translucent shadows) to the VRAD parameters.
== Models ==
=== In QC ===
Add to the model's QC file to enable texture shadows.
Example:
$modelname "props_grate/metal_grate_64.mdl"
$model body "metal_grate_64.smd"
$staticprop
$cdmaterials "metal/"
$surfaceprop "metal"
$contents "grate"
$casttextureshadows
=== lights.rad ===
Texture shadows can be enabled on any prop without editing and recompiling the QC through the RAD file.
Example
forcetextureshadow props_underground/walkway_128a.mdl
forcetextureshadow props_underground/walkway_128b.mdl
Textures overlap in WC/Hammer editor 3D veiw

If you have this problem in WC/Hammer, the only known solutions are to change your display size or to reduce your .wad files in WC to 1 or 2. (the problem seems to start with 3 wads or more.)
Overlapping textures can be caused by intersecting brushes, as well, so make sure there aren't any coplanar brush faces.
Category: Compile errors
Tf ammo pack

It is a medium ammo pack, Halloween , or Smissmas present dropped by player on death.
==FGD Code==
 @PointClass base(Targetname, EnableDisable, Toggle, Angles, RenderFields, Studiomodel, FadeDistance)
 studio("models/items/ammopack_medium.mdl")
 sphere(fademindist)
 sphere(fademaxdist)
 = tf_ammo_pack : "Dropped Ammo Pack" []
Tf bot

A entity that acts like a entity; They represent the bots in Team Fortress 2, which are officially automatically used in the Training and Mann Vs. Machine modes. Outside of these modes, creation of this entity should be done with the command.
==Keyvalues==
==Inputs==
==See also==
* TFBot Technicalities
* 'TFBot skill levels explained in excruciating detail' - By Sigsegv
* 'MvM - Advanced Popfile Techniques' - By Mince and 8 other collaborators
Category:NextBot Entities
Tf dropped weapon

This entity is used for dropped weapons and will store its weapon information from the player held weapon. 
Players can perform a pickup option by performing+use_action_slot_itemwhile looking at this entity, and take the dropped weapon to be used as a player weapon. If the dropped weapon is a medigun then its charge will either slowly drop to 0% or, if the player suicided, set to 0%.
==ConVars/Commands==
==Inputs==
Tf logic arena

== Entity description ==
This entity is how arena mode is activated. Among the things it causes:
* No respawn or class changing during round
* Instant spawn before round
* First blood crit buff
** Announcement of first blood ("First blood! That was fast!") and control point voiceover ("5. 4. 3. 2. 1. Control point unlocked. Get going!")
* Thing on HUD that counts down from 5 in the place on top of the place control point sign usually is.
* Thing on HUD that shows the number of people left on each side instead of timer
* Letting dead players spectate either side.
* Instead of choosing a team, players simply have "Fight!"/Auto-Assign.
* Requires exact team balance
== Keyvalues ==
== Outputs ==
Tf logic hybrid ctf cp

==Entity description==
This entity is used to set visibility of Control Points in hybrid maps. For example, hybrid ctf_cp maps where a team needs to control one or more Control Points in order to capture the Intelligence needs this entity in the map for the Control Points to render on the HUD.
==Keyvalues==
==Inputs==
==Outputs==
== See also ==
* team_control_point
* team_control_point_master
Tf logic koth

== Entity description ==
Activates King of the Hill mode.
This entity displays a red timer and a blue timer in the HUD.
Another way to activate the timers is using the input or from .
== zz_red/blue_koth_timer Entities ==
The and entities are two entities created by the when the map is loaded that control each team's individual timer.
You can work with these timers in-editor, as they work fundamentally the same as regular , although they have a few changes internally to work on KOTH maps.
Having any I/O with these entities will work, though will say that the I/O is broken.
=== Outputs into the timers ===
You can have outputs from other entities going into the timers.
For example:
Having a pause the red round timer would look like this in the I/O panel.
 -> -> 
So whenever that is triggered, it will pause red's timer.
This will ONLY effect red's timer. Blue's will remain unaffected.
=== Outputs from the timers ===
You can also get outputs from the timers by using in-editor with the timers.
For example:
A when triggered adds the output on the entity that displays a message from a entity.
 -> -> -> 
This will make it so whenever our first is triggered, a message will be displayed on screen when reaches 1 second remaining.
This will ONLY happen with blue's timer. Nothing will happen if red's timer reaches 1 second remaining.
== Keyvalues ==
 
== Inputs ==
== Outputs ==
Tf logic minigames

==Entity Description==
This entity handles minigame logic of three minigames:
:Generic Minigame = 0
:Halloween 2014 Minigame Collection = 1
:Halloween 2014 Minigame Platforms = 2
:Halloween 2014 Soccer Minigame = 3
This entity has an advantaged team mechanic for the kart minigame, where if a team loses, then all players on that time will get 66 damage added onto their kart in the next round.
==Keyvalues==
==Inputs==
Category:Non-internal entities
Category:Team Fortress 2 Entities
Category:Point Entities
Category:Entities
Tf logic robot destruction

The master control entity for the robot destruction game mode. It is the base entity used by Tf logic player destruction.
== Keyvalues ==
== Outputs ==
== See also ==
*item_bonuspack - A Power Core dropped by the Robot Destruction robots.
*tf_robot_destruction_spawn_group - Control a group of robot spawns and their hud elements. Use in conjunction with the below.
*tf_robot_destruction_robot_spawn - Robot Spawn point for its respective spawn group. Use in conjunction with the above.
Tf projectile ball ornament

tf_projectile_ball_ornament is a projectile fired by the Wrap Assassin. This projectile is a physical object which, upon impact on a player, causes the player to bleed for 5 seconds. It is possible to reflect this with the pyro's primary weapons and destroy it with the secondary weapon short-circuit like most projectiles.
==Keyvalues==
==Inputs==
==Outputs==
Tf projectile healing bolt

tf_projectile_healing_bolt is a projectile resembling the shape of an arrow. It is launched from the Crusader's Crossbow. The projectile, upon impact, either heals teammates or damages enemies. The amount it heals and damages increases over distance. It is possible to reflect this projectile with the pyro's primary weapons and destroy them with the engineer's secondary weapon short-circuit like most projectiles. 
==Keyvalues==
==Inputs==
==Outputs==
Tf projectile jar

tf_projectile_jar is a projectile used by the weapon Jarate. This projectile coats enemies in mini-crits about the size of a explosion and extinguishes its thrower and teammates if on fire. It is possible to reflect this projectile with the Pyro's primary weapons and destroy them with the Engineer's secondary weapon Short-Circuit like most projectiles.
==Keyvalues==
==Inputs==
==Outputs==
Tf projectile jar gas

tf_projectile_jar_gas is a projectile used by the weapon tf_weapon_jar_gas. This projectile create gas cloud that coats enemies in gas and extinguishes you and your teammates if on fire. It is possible to reflect this projectile with the pyro's primary weapons and destroy them with the engineer's secondary weapon short-circuit like most projectiles.
==Keyvalues==
==Inputs==
==Outputs==
Tf projectile jar milk

tf_projectile_jar_milk is a projectile used by the weapon tf_weapon_jar_milk. This projectile is similar to tf_projectile_jar, but instead of coating enemies in mini-crits, it soaks enemies in milk that heals 60% of damage done. The projectile is same in the way that it is the size of a explosion and extinguishes you and your teammates if on fire. It is possible to reflect this projectile with the pyro's primary weapons and destroy them with the engineer's secondary weapon short-circuit like most projectiles.
==Keyvalues==
==Inputs==
==Outputs==
Tf projectile pipe remote

==Entity description==
tf_projectile_pipe_remote is a projectile fired by most Stickybomb Launchers. This projectile is a physical object which, upon collision with static objects, it stick to it. It is possible to reflect this projectile with the pyro's primary weapons and destroy them with the engineer's secondary weapon short-circuit like most projectiles. 
==Keyvalues==
==Inputs==
==Outputs==
Tf projectile rocket

==Entity description==
tf_projectile_rocket is a rocket projectile. It is fired by most rocket launchers in the game. It explodes on contact with almost any object, and explodes on hitting any part of the world. Depending on the attributes of the rocket launcher being used, the rocket will generally travel at a speed around 1100 Hammer units per second, or about 47 mph. Like most projectiles, it's possible to reflect this projectile with the Pyro's primary weapons and destroy it with the Engineer's secondary weapon short-circuit.
==Keyvalues==
==Inputs==
==Outputs==
Tf projectile sentryrocket

tf_projectile_sentryrocket is the rocket fired by a level three obj_sentrygun. It is very similar to tf_projectile_rocket and is possible to reflect this with the pyro's primary weapons and destroy them with the secondary weapon short-circuit like most projectiles. It is not possible by normal means to have a critical sentry rocket.
==Keyvalues==
==Inputs==
==Outputs==
Tf projectile stun ball

tf_projectile_stun_ball is a projectile fired by the Sandman. This projectile is a physical object which, upon impact on a player, causes the player to become stunned. The farther the baseball goes, the longer the stun will be. It is possible to reflect this with the pyro's primary weapons and destroy it with the secondary weapon short-circuit like most projectiles.
==Keyvalues==
==Inputs==
==Outputs==