nyuuzyou/wikis huggingface dataset:
Non-code mod settings

Here are some of the files that can be modified for a mod, but which do not require any programming. Most mods will want to change these.
File 	What it lets you do
gameinfo.txt 	Set mod title, icon, and other settings
maplist.txt 	List maps used by the mod
Resource/SourceScheme.res 	Change GUI appearance
resource/gamemenu.res 	Change the UI menu buttons. See Manipulating the game menu items
scripts/titles.txt 	Set some localized strings. See Adding chapters to your mod
scripts/ChapterBackgrounds.txt	List the chapter background images (used until background map is loaded). See Adding chapters to your mod
scripts/kb_act.lst 	Set the contents of the Keyboard tab of the Options menu.
cfg/config_default.cfg 	Set the default keyboard layout
cfg/user_default.scr 	Add convars to the multiplayer advanced tab.
Server Settings GUI 	Edit the local and dedicated server settings pages.
Category:Modding
Non-linear Level Transitions

Having a linear gameplay is OK but what if you wan't to give the players some choice?
Step 1
Make a normal level transition (e.g. map 1 to map 2)
Step 2
Copy it and put it in a different part of the map (a secret room, a different way at a crossroads.)
Step 3
Make the second transition to either a different map (e.g. map 1 to map 3) or to a different place on the second map (e.g. map 1 to map 2(left path not right))
]
Category:Level Design
Normal2dudv

A command-line tool that is used to convert normal maps to du/dv maps. This tool can be located in your \sourcesdk\bin\ep1(or orangebox\)bin\ folder. 
==See also==
* du/dv maps
* TGAtoDUDV (A Simple tool to convert TGA Materials into DUDV materials)
* :Category:Material System
Category:Material System
Category:Tools
Normal Map Creation in Maya

This page will help you creating a normal map in maya based of an high resolution and an low resolution mesh model.
If you simply wan't to create a normal map out of a texture, we suggest you using CrazyBump (or any other Normal Map creation tool like NVidia's normal tool) for this task!
=== Creating Normal Maps with Transfer Maps ===
You can "bake" a normal map from an high resolution mesh to an low poly mesh using the "transfer maps" feature of maya.
In this tutorial, I created a mesh plane with a subdivision level of 100x100. This plane was sent to Mudbox and edited/sculpted there with Masks to achieve a brick looking mesh.
This mesh was sent back to Maya and duplicated. Reduce the amount of one plane by using the "Reduce" tool. I went with a flat plane.
==== Actual Baking ====
Select "Rendering" in the menu to get access to the rendering menu bar.
Go to "Lighting/Shading" and select "Transfer Maps".
A window will pop up, you have to select your target mesh (low poly version), your source mesh (high poly mesh) and your transfering method (there are "normal map", "displacement maps", "diffuse maps", "lightning maps" and "alpha maps"). Use the outliner or viewport to select meshes!
* Normal Map:
uses tanget spaces, to simulate detail rich surfaces with propper lightning
* Displacement Map:
Actually deform's the mesh and creates an realistic representation, may use much more computing power than Normal Maps
* Diffuse Map:
Transfers a texture from a highpoly mesh to an lowpoly mesh.
This is not recommendet in model creation.Just sculpt your model and dont look at the UV's.
Lay your UV shells propperly out on a lowpoly variant, its easier!
* Lightning Maps:
Simulates light and bakes it to the corresponding texture.
(The source engine uses this method to bake the lightning into your maps altough slightly more dynamic).
(Dont create full blown maps with this within maya. The viewmodel will be fullbrigth and you would still have to use brushes to seal your map!)
* Alpha Maps:
Bakes the alpha channel of an object into its texture for a clean transition from e.g. black to fully transparent)
You now can click Bake or Bake and Close. The latter will close the menu after baking.
===== Settings & Notes =====
Note:
* Make sure your taregt mesh's faces are bigger/above the source mesh!
* Make sure texture's are enabled in your viewport!
* Dont bake meshes, that contain 90degree angle's, this will mess up the renderer!
* Arnold (Maya's built in raytracing renderer) support's baking, but MtoA.mll (Maya to Arnold) currently DOES NOT utulize it!
Settings:
* Select a destination for your normal map or you have to look it up in Hypershade.
* For preview purposes, select a small resolution under the Maya Common Output Tab, baking normal maps with high resolution meshes can get very expensive very fast!
* The Filter type defines which type of blurring is being used, standart is a gaussian blur with a value of 3, for unfiltered texture, use a filter size of 1.
Category:MayaCategory:Material SystemCategory:Tutorials
Normal Map Creation in Photoshop or Paint Shop Pro

== Photoshop (built-in) ==
Newer versions of includes Generate Normal Map feature. It is located in "Filters > 3D > Generate Normal Map...".
When clicking on it, a window will pop-up. Fiddle with the settings until you get something that you feel will be bumpy enough for your texture. The greater the range of colors, the greater the range of angles on the surface. A very flat surface will look that medium blue color all over.
In some cases, you may also need to invert height to make sure the normal mapping looks correct.
Once you are done, click OK.
== NVIDIA Texture Tools ==
Alternatively, you can also create normal map on or Paint Shop Pro, using NVIDIA's normal map tools, available here (requires Photoshop CC 14.0/2013 or newer). For previous version of NVIDIA normal map plugin (Photoshop 5 to CS6), click here.
To use them, open a copy of the texture and apply the Normal Map filter.
Fiddle with the settings until you get something that you feel will be bumpy enough for your texture. The greater the range of colors, the greater the range of angles on the surface. A very flat surface will look that medium blue color all over.
If you want to have more control over it, change the image to grayscale and fiddle with brightness and contrast to make certain details stand out before applying the filter. Be sure to change the texture back to RGB mode, or else the normal map tool will not work.
Do this step multiple times to get different details to stand out, and then put the images together in layers with the blend mode set to overlay.
Note that due to the way the normal map is generated, adjustments may be needed to the actual normal map image. For instance, the above normal map includes the grain of the wood. While this would be great for an old, rugged wood material, the image (apparently) being used looks more like it is a smooth, new wood floor. Since a the wood strips in a real wood floor would be glossed over, the in-game material wouldn't accurately represent the desired flooring because the grain would stand out too much.
For this particular texture and map, merely adjusting the main surface of each strip into a smooth, flat surface would solve this problem nicely. This could be done just by painting or blending the color 128,128,255 (#8080ff) into the "interior" of each wood strip. You may still wish to leave a few minor "defects" in the surface to provide visual interest. When finished, the normal map will show up in-game as a very clean and smooth wood floor, with obvious grooves between each piece that makes up the wood floor overall.
Category:Tutorials
Category:Material System
Normal Map Creation in The GIMP

To create a normal map using GIMP, download the Normalmap plugin, installing it per the instructions in the readme file.
== Step by step ==
After restarting GIMP, open a copy of the texture you want to create a normal map for and click:
Filters → Map → Normalmap...
Before starting, you should click the 3D Preview and place it next to the normalmap window. It will automatically update when you change your settings and will be a great help checking the results in GIMP. Select a shape similar to what your texture will be placed on ingame (e.g. a texture for brushes fits onto a cube whereas a modelskin might look better on a sphere). Make use of the UV scale to find a good setting.
Now focus on the Normalmap window again. These are the most useful settings:
* Filter - different ways to calculate your normal map. You'll have to try out which one works best for your texture
* Minimum Z - the lowest height on your normal map
* Scale - Use this to control the height of your surface. Results change when you choose a different filter
* Conversion - Let's you choose what is used to create the normal map. Max/Min RGB or only one color channel can be very helpful sometimes
Checkboxes:
* Wrap - Normal map will pattern seamless. Definitely use it for map textures!
* Invert X/Y - If your normal map seems to be upside down, this will help
Check the 3D Preview from several angles, also move the light around. When you've found the best setting, hit OK and your texture is converted to the normal map!
Before it is ready to be used, you will need to fine tune the results. GIMP considers RGB color 127,127,255 (#7f7fff) to be flat, while the Source engine considers 128,128,255 (#8080ff) to be flat. This means that you will have to increase every pixel in your image by 1 unit red and 1 unit green. To adjust this, perform the following steps.
*Make sure that you have the appropriate layer selected (there should only be one)
*Go to the Channels tab and deselect the Blue channel (leave the Red and Green channels selected)
*Go to the Color Balance Tool. Image menu → Tools → Color Tools → Color Balance
*Leave the settings on "Midtones" and adjust the Red and Green values both up to 1, but leave Blue at 0.
*Click "OK" to complete the adjustment.
After fine tuning it, can either go with that right away or rework it by hand. For example, you could duplicate the layer and use some overlay effects (Dodge, Addition, ...) or paint on the texture yourself if you want to create a flat part. (Again, RGB 128,128,255 (#8080ff) is flat in the Source engine.)
Category: Tutorials
Category:GIMP
Normal Map Creation in XSI

*Version 5.0: Ultimapper
*Version 4.x: GPU Surface FX2 
*Version 3.5: GPU surface FX
The name has been changing, but the basic usage is the same:
#Move the high resolution model over the low resolution model.
#Select the low resolution one.
#Select GPU Surface FX2 (or Ultimapper in ver 5.0) from Get>Property.
#In the GPU Surface FX2 menu:
##Pick the high resolution model (or group).
##Make sure normal is checked.
##Change settings such as normal map resolution, path, sampling, as you want.
#If you are ready, click Regenerate button. XSI will make the normal map.
#To preview the result, set Preview Display and Hardware correctly and click Create Preview.
Important: It is necessary to invert the green channel of the output file. If you don't do this, your up/down normals will appear inverted in the engine. The simplest way to do this in Photoshop is to open a channel window, (window:channel) select the green channel (which controls up/down), and press <Ctrl+I>.
Category: XSI
Category: Tutorials
Norway Under Siege: Resistance

== Introduction ==
 Nazi Germany is at war with United Kingdom and France. One by one European countries fall under German command. On the 9th of April 1940 the war reached Norway and Denmark. Denmark surrendered within hours, but the fighting in Norway continued. It would seem that the Norwegian resistance was tougher then suspected, and the fighting continued for 2 months until the Norway surrendered. But small operations kept on and the Germans lost many men due to intense sabotage missions.
== Features ==
-Body Awareness System - Everything you do, everywhere you go is affected by your body model. If you stand infront of a table and move your Krag JÃ¶rgensen rifle over the table, the objects on the table will be pushed just like in real life. If you walk on a plank looking down your legs and one of your feet steps off the plank you'll fall. Body Awareness System means total realism!
-Amazing storyline based on both real and made up operations - Play as one of the soldiers who blew up the heavy water plant at Rjukan in Operation Gunnerside which prevented Hitler from obtaining an atomic bomb.
Help stop the German advance on the royal family at Midtskogen.
-Ironsights - Crosshairs are not from the real world. To ensure optimal realism you'll aim not with a crosshair, but with the ironsight on your weapon itself!
== Media ==
Image:Krag_jorgensen02.jpg
Image:Bg_test3d02logo_large.jpg
Image:Midtskogen0025.jpg
Image:Midskogen0100228qp_large.jpg
== Amazing battles ==
*If you're near a explosion i.e if you're fired upon by artillery or near a grenade you'll be pounded to the ground and your viewpoint will shake.
*A hand grenade has clusters. When it explodes you may risk being hit by them just like in real life!
*Bullets will ricochette meaning the bullets will sometimes bounce off walls.
*If an enemy throws a grenade at you or if you by mistake drop your own, you can throw it back at the enemy!
*Put on a bayonet and stab the enemy!
These are just some of the features we intend to have in the game! Stay tuned as more features will be announced!
== Other Information ==
* 
Some of the pictures are work in progress
Copyright NUSR Team 2004-2005
Notepad++ VDF Language Plugins

is a free source code editor that supports custom text highlighting. Highlighting rules are available for many languages. 
This editor is useful for editing scripts and programming.
== Support ==
*file formats and files
** VDF (.vdf)
** KeyValues2 (.dmx, but can be used for any other keyvalue2 file, such as pcf)
** Response rules (.talker)
** Soundscripts (.soundscript & .txt, manual language picking required)
** Materials (.vmt)
** Actbusy (.vdf)
** Soundscapes (.soundscape & .txt, manual language picking required)
** QC (.qc, .qci, .qcx)
** SMD (.smd, .vta)
** Weapon script (.txt, manual language picking required)
** FGD (.fgd)
** VBSP (.vbsp)
** Config (.cfg)
** Vgui Resource (.res)
** L4D2 Vscript (.nut)
** L4D2 Weapon Scripts (.txt, manual language picking required)
**
== Limitations ==
=== Installation Highlighting rules ===
To install them:
#Download the languages on GitHub here
#Extract the XML files to %appdata%/Notepad++/userdefinelangs/ 
%appdata% should automatically resolve to a full path.
===Filenames===
You can see the custom extensions which had been set up for this purpose in the list above.
If you want to set a language manually in Notepad++, use the Language menu.
== Compiling QC model scripts ==
You can compile QCs directly from Notepad++ with the NppExec plugin. Install it either from Plugins > Plugin Manager or by downloading directly from SourceForge.
With NppExec installed, press and enter the following command. Change the path to studiomdl to match your system and your target engine branch:
 "C:\Program Files (x86)\Steam\steamapps\common\alien swarm\bin\studiomdl.exe" -nop4 -r "$(FULL_CURRENT_PATH)"
Press OK to compile. 
== See also ==
* Highlighting and Compiling QCs with ConTEXT
== External links ==
* Extended version of the QC language with support for Dark Mode themes
* Legacy Version
* Gmod Lua Highlighter plugin
* Improved/Extended vmt syntax highlighter for Notepad++
== References ==
# Official Download Mirror
Category:Programming
Category:Scripting
Category:Third Party Tools
Nowhere

==Overview==
Please see one of our Red Cross stations or a FEMA tent for blood analysis and care rations. It is important that you eat substantially and relax; you have been through a tramautic event and must take time to let your body recooperate from your ordeal. If you feel overwhelmed with what transpired, a military psychologist will assist you. Due to the nature of the contagion, your clothes and all personal effects on you at the time must be incinerated. You will be compensated at a later time.
In order to ensure your survival, we strongly advise you to NOT leave your current location. Barricade all doors and windows and stay put and quiet. If you are forced to move to another location, carry a form of weaponry to defend yourself against any of the aflicted. A solid blow to the head or neck will permanently disable most attackers. If you are attempting escape from the city, move in a northern direction, as you are more likely to be picked up by FEMA choppers near the city limits.
----
Nowhere is a small single-player HL2 mod, under development by Matt Burdette, about an everyday citizen thrust into a city under siege by mysterious forces. Gameplay is oriented more around a survival theme, however, plenty of combat is still involved. It is currently being worked on religiously, and should see release at the end of Summer 2006.
==External links==
* Nowhere Official Site
Npc abrams

They are the tanks used by the HECU. They are seen in open outdoor areas, especially in "Forget About Freeman!". The player usually uses a RPG to destroy the tanks. 
This NPC ignores command and input. Only way to kill it with Inputs is to use input.
 thumb | right | 400px | Abrams Tank in-game.
==Keyvalues==
==Inputs==
==Outputs==
Also see: npc_lav
Npc advisor

It's the sluggy, evil, worm like things that are known as Combine Advisors. They are capable of using telekinesis to levitate multiple objects and throw them at the player, inflicting damage. Objects are first "staged" by being flung to one of several pre-determined positions, then flung at the player one at a time, or all at once.
==Bugs==
This NPC does not load the advisor model by default - it must be specified by keyvalue! Without a model, a null-pointer exception is thrown. This can be fixed by editing npc_advisor.cpp.
#On line 376, replace SetModel( STRING( GetModelName() ) ); with SetModel( "models\advisor.mdl" );
#On line 1554, replace PrecacheModel( STRING( GetModelName() ) ); with PrecacheModel( "models\advisor.mdl" );
Also, advisors will not attack the player, or levitate props unless you set NPC_ADVISOR_HAS_BEHAVIOR in npc_advisor_shared.h.
==Dedicated Console Variables==
;advisor_use_impact_table <int>
: If true, advisor will use her custom impact damage table. 
;thumper_show_radius <int>
: Description mentions advisors, but all it seems to do is show the effect zone of prop_thumpers.
;sk_advisor_health <int>
: Defines an Advisor's Spawn Health (Default: 1000).
;advisor_throw_velocity <int> 
: Speed at which advisor throws objects (Default: 1100).
;advisor_throw_rate <int> 
: How often "staged" objects are thrown at the player, in seconds (Default: 4).
;advisor_throw_warn_time <int> 
: Warns the player this number of seconds before throwing object (Default: 1).
==Keyvalues==
; Levitation area <targetname>
: Trigger volume inside which levitated objects reside.
; Levitation goal bottom <targetname>
: Objects will levitate at least as high as this entity.
; Levitation goal bottom <targetname>
: Objects will not levitate any higher than this entity.
; Staging Position Names <targetname>
: The "staging" positions that entities must move to before being thrown. Should be at least as many as are set in the "SetStagingNum".
;Priority name for grabbing <string>
: If any entities named this are present, the advisor will preferentially pick them up for throwing at the player.
==Flags==
==Inputs==
; SetThrowRate <float>
: Sets speed at which Advisor throws objects.
; SetStagingNum <int>
: Sets the number of objects that an Advisor can "stage" at a time.
; WrenchImmediate
: Immediately flings a levitated object at the player, skipping the "staging" stage.
; PinPlayer
: Not functional.
; BeamOnr
; BeamOff
: Enables/Disables beam effect between Advisor and active prop.
; ElightOn
; ElightOff
: Enables/Disables Advisor's Elight.
==Outputs==
; OnPickingThrowable
: Fired when Advisor begins to "stage" a throwable.
; OnThrowWarn
: Fired right before Advisor warns player of a throw
; OnThrow
: Fired when Advisor throws a throwable
; OnHealthIsNow
: Fired once every frame with Advisor's current health.
A
==See also==
*npc_combine_advisor_roaming
*Advisor
Npc alien grunt unarmored

is a point entity available in . It is a variation of the alien grunt that uses only melee combat and never uses hivehand. It seems that initially this NPC should use the model that does not have armor or hivehand (which can be seen in the chapter ), this is confirmed by FGD, however, it uses model of the classic version of alien grunt, probably due to incompleteness, or because the model doesn't work with this NPC properly (broken animations and ragdoll model). This NPC is not used in the original campaign; perhaps at some point it was intended to be used in earthbound levels. Was cut in since Steam release and and replaced by npc_alien_grunt_melee.
==Dedicated Console Variables==
==Keyvalues==
== Flags ==
== Inputs ==
== Outputs ==
==See also==
* - main alien grunt version with improved AI.
* - original deprecated alien grunt.
* - elite alien grunt.
* - alien grunt with melee combat only.
* - main weapon of alien grunt.
Npc alyx

A
Alyx Vance is the deuteragonist of and its episodes, serving as Gordon's companion and Eli's beloved daughter. She is considered a vital ally and therefore will regenerate health overtime. She is one of the few NPCs that have weapon holster/unholster animations and the ability to use the Alyxgun. Her original Half-Life 2 appearance features few special abilities beyond her weapon, but in and , she's literally a completely different NPC. She has more comments, can count enemies, can protect herself when she isn't being mobbed, and can perform Dynamic interactions. Use to get Alyx to follow the player.
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
Npc antlion

It is a weak NPC that can burrow, and "fly" by jumping. The player can command them, provided that the antlion_allied global state is set and weapon_bugbait is equipped, otherwise they are hostile. In order for the player to be able to use the weapon_bugbait to call the antlions back, the "Follow target" key value on a npc_antlion_template_maker must be set to "!player". Their most common role in level design is that of cannon fodder. Antlions are blind, and navigate entirely by sound and smell. They can navigate by jumping and use the HULL_MEDIUM hull for navigation; this can sometimes make them hard to use.
Episode Two's acid-spitting Antlion Workers can be spawned by setting the "Worker Type" flag.
== Dedicated Console Variables ==
;sk_antlion_health <int>
: Antlion spawn health. Default: 30
;sk_antlion_jump_damage <int>
: Default: 5
;sk_antlion_swipe_damage <int>
: Default: 5
;sk_antlion_air_attack_dmg <int>
: Default: 10
;g_debug_antlion <int>
: Debug visualization.
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
==See also==
* Mapping with Antlions
* npc_antlion_template_maker
* npc_antlionguard
A
Npc antlion template maker

==Entity description==
Seeing as antlions were frequently used as cannon fodder in Half-Life 2, especially within Nova Prospekt, this entity is used to efficiently monitor and respawn antlions on a continuous basis. It has similar functionality to a npc_maker. 
==Keyvalues==
==Flags==
* 1024 : Random spawn node
* 2048 : Try to spawn close to the current target
* 4096 : Pick a random fight target
* 8192 : Try to play blocked effects near the player
==Inputs==
 
==Outputs==
Category:Entities
Npc antliongrub

This page is for the Episode One npc_antliongrub entity. For the Orange Box entity, see npc_antlion_grub.
==Entity description==
An Antlion grub is a larvae-stage antlion. It emits a faint light and drops a health-nugget upon death.
==Keyvalues==
==Flags==
==Inputs==
==Outputs==
Category:Half-Life 2: Episode One Entities