nyuuzyou/wikis huggingface dataset:
Prop physics

It is used to add rigid, VPhysics-simulated models to the world.
The only value required for prop_physics to work is a path to a model. As long as that model is physics-enabled, the correct data will be loaded from it when the map starts. It is possible to change any embedded physics data with the "Override Parameters" keyvalue.
Physics objects like prop_physics can be parented, though it is not in the default FGD and may not function correctly. It is recommended to instead use dynamic physics constraints. See Physics Entity Overview for more information.
== Consistency ==
Consistency becomes a large problem when dealing with the many prop models that the Source engine provides. From a player's perspective, object interactivity should remain consistent across all the levels of your game / mod, as players will often have a hard time solving puzzles or making quick decisions if the prop's behaviour is different in only one specific instance. To enforce this, the game-related data of props is stored within the model itself.
For example, imagine you have a crate that is immovable for the entirety of your game and the player has gotten used to that crate being static. However, in one specific instance, this crate is not moveable and required to be moved to proceed. This can cause lots of irritation and confusion, and therefore is why consistency is necessary. Oftentimes, developers will use different skins or models to convey differences in behaviour and keep consistency.
Models that are meant to be physically simulated (chairs, tables, wooden planks, etc) will remove themselves if they are placed as or entities (You can still use these as static props using the entity ). Other game-related data, such as mass, "health", gib amount & models, and so on are all stored inside the prop model as well.
The method by which they are stored, and guidelines for how to set it up, can be found in the Prop Data section of the model's QC file.
== Keyvalues ==
== Flags ==
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== Inputs ==
== Outputs ==
== See also ==
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* Prop Types Overview
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Category:Physics
physics
Prop physics multiplayer

It is identical to prop_physics except that it bounces away from collision (if sv_turbophysics is enabled), which helps to avoid the prediction errors that normal physics objects typically generate. 
== Keyvalues ==
== See also ==
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* Prop Types Overview
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* Alternate Multiplayer Physics - an article on modifying the source code to this entity.
Category:Physics
physics multiplayer
Prop physics override

A prop type that will override the properties built into its model, making it work like a prop_physics entity. The health of props can also be overridden by using this entity.
Generally, if a prop_physics in your map has been removed because its model wasn't meant to be a physics prop, you can use this entity to still make it a prop_physics, without any drawbacks.
Although this entity provides the freedom of turning any prop into a physics prop, be aware of that players will rely on the behavior of props to be more or less consistent with other maps, and even other Source games.
* prop_physics
* Prop Types Overview
* Prop Footsteps - A tutorial that provides essential code for when players walk on entities like this, it's not ignored during footstep sound computation.
== Keyvalues ==
== See Also ==
* 
* Prop Types Overview
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Category:Physics
physics override
Prop physics psychokinesis

This is the type of physics object that is subject to the psychokinesis of the Nihilanth. This entity used in the Nihilanth boss fight as physics rocks, which the Nihilanth time to time throws them at the player.
== See also ==
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* Prop Types Overview
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Category:Physics
physics psychokinesis
Prop physics teleprop

A prop that physically simulates as a single rigid body. It can be constrained to other physics objects using hinges or other constraints. It can also be configured to break when it takes enough damage. Note that the health of the object will be overridden by the health inside the model, to ensure consistent health game-wide. If the model used by the prop is configured to be used as a prop_dynamic (i.e. it should not be physically simulated) then it CANNOT be used as a prop_physics. Upon level load it will display a warning in the console and remove itself. Use a prop_dynamic instead.
__NOTOC__
== Keyvalues ==
== See also ==
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* Prop Types Overview
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Category:Physics
physics teleprop
Prop portal

==Entity description==
The entity that represents a portal, exactly like one fired from a .
===Placement Rules for Portal 2===
*Must not start active.
*Must have its pitch, yaw and roll facing the exact same direction of the surface it's placed on. Use the yellow line in the 2D view and the blue line (Z-axis) in the 3D view as guides to help with this.
*Must be 0-8 units from the surface the portal is to be placed on.
*The center of the entity must be at least 57 units away from any adjacent surfaces on the top and bottom, and at least 32 units away from any adjacent surfaces on the sides.
==Keyvalues==
:* 0 : Portal 1 (blue)
:* 1 : Portal 2 (orange)
:Half of this portal's width. Defaults to 32 when left at 0.
:Half of this portal's height. Defaults to 54 when left at 0.
==Inputs==
==Outputs==
==External links==
Example Map VMF
Prop ragdoll

It is a VPhysics ragdoll. Ragdolls are collections of physics objects constrained together to simulate a jointed object like a dead body. They are very expensive to simulate.
==Death Ragdolls/Ragdoll Transformation==
When a NPC/player dies or an entity receives the BecomeRagdoll input, it normally creates a client-side ragdoll and copies most of its animation and visual data to it. Unlike server-side prop_ragdolls, these client-side ragdolls are handled completely on a per-client basis and are much cheaper and simpler than their server-side counterparts, at the expense of being virtually nonexistent on the server, being inconsistent across client perspectives, and only colliding with entities that have physics objects on the client (e.g. ).
However, a NPC will become a server-side ragdoll while it's under any of the following conditions:
* The NPC is inside the volume of a 
* The NPC is killed by a vehicle in singleplayer
* The gravity gun is supercharged
* The NPC dies on fire while in Alyx darkness mode
* The NPC is a vital ally (e.g., )
These server-side death ragdolls will collide with physics objects and beyond, like any prop_ragdoll, but they are marked as debris and do not collide with each other. They do not collide with themselves either, unlike client-side ragdolls (fixed in and ). This is believed to be intentional behavior to reduce performance/networking costs.
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==Keyvalues==
==Flags==
==Inputs==
== See Also ==
* 
* Prop Types Overview
Category:Physics
ragdoll
Prop rocket tripwire

This entity is unused, and is likely a leftover from an earlier stage of development. It fires a rocket in the direction it is facing when the player, NPC, or physics prop passes in front of it. It uses sounds (partially missing), and a simpler version of 's model from the first game with the animations removed.
==Keyvalues==
:*0: Enabled
:*1: Disabled
==Inputs==
==Outputs==
==External links==
* YouTube video of some rocket tripwires
==See also==
*npc_rocket_turret
rocket tripwire
Prop sphere

It is essentially a prop_physics with a perfectly spherical VPhysics collision model of 12 units radius. If you want to create a spherical entity, it is far more efficient to use prop_sphere than try to create a spherical collision mesh!
== Keyvalues ==
== FGD Code ==
If you don't intend to make any changes to the entity's C++ code, use this:
@PointClass base(BasePropPhysics, RenderFields) studioprop() = prop_sphere : "Creates a perfect sphere."
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== See also ==
* Visit this snippet, on how you can improve the existing prop_sphere code.
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* Prop Types Overview
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Category:Free source code
Category:Physics
Category:Custom FGDs
sphere
Prop testchamber sign

==Entity description==
A test chamber progress sign. It is identical in look to vgui_screen's sp_progress_screen but is configured directly through entity keyvalues instead of scripts/vscript/transitions/lightboard_startup_sequences.nut. This means that mappers can place multiple different signs in the same map. It can be used for mods and workshop maps respectively.
==Keyvalues==
==Inputs==
==Outputs==
testchamber sign
Prop tractor beam

It is a model that emits a projected_tractor_beam_entity.
Excursion funnels are a puzzle element of Portal 2 that work like tractor beams.
Objects (like turrets and cubes) and players that touch blue funnels slowly drift away from the emitter, unaffected by gravity, or towards the emitter if the funnel is orange. Players can remove objects and themselves from the funnel but can not move against the flow.
Like bridges and lasers, funnels can be extended through portals.
==Keyvalues==
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==Inputs==
==Creation==
Each funnel consists of a prop_tractor_beam and a player clip in front. Funnels often have a in front of them for a soft blue glow (with an approximate brightness of 50 120 250 50). This is sometimes left out when the beam is reversible because it conflicts with the orange color of the funnel; a simple workaround, however, is to place two lights—one blue, one orange—and have them be enabled/disabled by the same event as that which reverses the funnel.
===Grating Walls===
In order to create a wall that will let the tractor beam to go through it but it will block players or a from passing through, three separate brushes/entities must be combined.
* brush entity with a Solidity property set to "Never Solid" (will be the only visible brush to the player)
*player clip brush will block player's movements
* brush entity will block weighted cube movement
If Paint Bombs are present, a will be needed to allow the paint to pass through the grating.
===Tractor Beam Music===
In Valve's official maps, there is a special soundtrack that plays when the player enters a funnel. The logic behind this is handled in Soundscripts. For a WIP tutorial on how to create your own funnel music, see Creating custom Portal 2 funnel music.
== External links ==
Example map with a VMF included.
Category:Portal 2 Level DesignCategory:Portal 2 Tutorials
tractor beam
Prop vehicle apc

== Entity description ==
A Combine APC vehicle with mounted guns, that can be blown up and driven by a vehicle driver or a npc_apcdriver.
It can not be driven by the player, even with a different vehicle script file. (It is "enterable", but that's it. You will just get stuck under the vehicle, facing to the right, and most importantly won't be able to exit the APC again. To prevent the vehicle from being entered, you should set its VehicleLocked (Start locked) keyvalue to Yes.)
The APC should generally be given the models/combine_apc.mdl world model and the scripts/vehicles/apc_npc.txt vehicle script file. To have the APC drive and/or shoot, create an npc_apcdriver and assign the APC to its vehicle (Vehicle to drive) keyvalue.
The wheels of the prop are not solid, but you can prevent the player going through them by immersing them within one or more Player Clip brushes.
===Destruction===
When destroyed, 5 entities and random number of are created.
== Keyvalues ==
== Outputs ==
== Inputs ==
vehicle apc
Prop vehicle driveable

thumb|right|400px|prop_vehicle_driveable Jeep with passengers in CS:S
==Entity description==
Generic vehicle. (Player driveable model.)
==Keyvalues==
==Inputs==
==Outputs==
== FGD Code ==
Simply open any FGD file ( for example), and paste this:
==See also==
* prop_vehicle_airboat - The HL2 airboat.
* prop_vehicle_jeep - The HL2 buggy.
* prop_vehicle_crane - The HL2 crane.
* prop_vehicle - Input driveable vehicle.
Category:Entities
vehicle driveable
Prop vehicle mp

File:Synergy van skins.gif|models\vehicles\7seatvan.mdl (Click to view Skins)
File:Synergy truck.jpg|models\vehicles\8seattruck.mdl
File:Synergy buggy.jpg|models\vehicles\buggy_p2.mdl
 
==Keyvalues==
==Inputs==
==Outputs==
==See also==
*Synergy Entity List
vehicle mp
Prop vehicle sin

right | 350px
__NOTOC__
 Called the Poseidon Interceptor Vehicle, aftermarket additions make the V8 Poseidon the vehicle of choice for SecForces across the globe. With a top speed to rival most consumer level vehicles, the Poseidon puts a quick end to most pursuits, and the unique chassis and frame design allow for the easy installation of ablative armor. The armor segmentation system allows body segments to absorb the impact of high yield explosives, allowing the car to keep running even when under heavy fire.
It is a driveable sedan type of vehicle with two front doors, compartment door, openable hood, radio, gears, useable windows and sunroof etc. for the player to use. It is possible for scripted NPC's to drive the vehicle but for the player as well, except it is not used in any sequence in the final version of game and was probably planned for use in upcoming episodes. All of the outer components such as the doors are all fully detachable from the main vehicle once they individually have received enough damage, but the vehicle's body is not in contrast to the variable available for health which seems to have no effect no matter the amount of damage applied to it. 
The player is able to interact with the vehicle by opening and closing the windows, drive, leaning and shooting out, toggle the radio, using the passenger compartment, change gears, toggle the front window wipers etc. It also has a built in monitor that can be attached to a camera placed somewhere in the world, activated and changed upon its usage for the scene currently playing out. 
==Keyvalues==
==Inputs==
; EnterVehicle
; OpenDoor
; OpenWindow
; RadioOn
; OpenDoors
; OpenWindows
; HeadlightOn
; WipersOn
; MonitorOn
==Outputs==
 
Category: Sin Episodes
vehicle sin
Prop weapon refill heavyarmor

== Entity description ==
Players using this entity for 4 seconds (similar to defusing C4) are given an item_heavyassaultsuit entity. This process consumes this entity.
The body keyvalue determines the appearance. The Terrorist variant uses even values, the Counter-Terrorist variant uses odd values.
This entity has physics properties. For it to be static, parent this entity to any static entity, such as an info_target.
== Keyvalues ==
== Inputs == 
weapon refill heavyarmor
Prop weighted cube

It represents the various kinds of Weighted storage cubes, including the Discouragement Redirection Cube that redirects Thermal Discouragement Beams. It can be painted with gel.
== Keyvalues ==
:* 0 : Standard
:* 1 : Companion
:* 2 : Reflective
:* 3 : Sphere
:* 4 : Antique
:* 5 : Schrödinger's Cube 
:* 6 : Custom model ()
:* 0 : Clean
:* 1 : Rusted
:* 0 : Bounce
:* 2 : Speed
:* 3 : Portal
:* 4 : None
:* 0 : Standard
:* 1 : Companion
:* 2 : Standard Activated
::
:* 3 : Reflective
:* 4 : Sphere
:* 5 : Antique
== Inputs ==
==Outputs==
weighted cube
Proper compile settings

== How to use proper with ==
== Opening the expert compile window ==
Run a map by pressing F9 and then you will see a dialog box, simply press on the Expert button.
=== Creating a new configuration ===
Now it's time to actually implement the compile parameters, press the edit button and create a new configuration by pressing new, call it expert compile then press OK
=== Setting up the configuration ===
Head back to the main expert compile window, this time press the new button under edit button, this should now generate an empty box:
Paste in these arguments:
== First Box: (bsp) ==
Command:	Parameters:
$bsp_exe	-game $gamedir $path\$file
 	
== Second Box: (vis) ==
press the new button and paste in these arguments:
Command:	Parameters:
$vis_exe	-game $gamedir $path\$file
 	
== Third Box : (vrad)==
Now this is the tricky part, the parameters depend on multiple factors but the command stays the same:
Command: 	
$light_exe	
 	
=== Interior earthbound maps ===
-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights -game $gamedir $path\$file
=== Exterior earthbound maps (IF ANY SKY IS VISIBLE)===
-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights -cascadeshadows -game $gamedir $path\$file
=== Interior Xen maps ===
-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights -game $gamedir $path\$file
=== Xen Maps with no real sky ===
-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights -cascadeshadows -game $gamedir $path\$file
=== Xen maps with real sky ===
-staticproppolys -textureshadows -staticproplighting3 -extrasky 32 -smooth 35 -ambientocclusion -choptexlights -cascadeshadows -realskylight -game $gamedir $path\$file
 
== Fourth Box: (Copy FIle) ==
Repeat the same process as box 1 and 2, press the new button and paste in these arguments:
Command: 	Parameters:
Copy File	$path\$file.bsp $bspdir\$file.bsp
 	
== Fifth Box: (Game) ==
press the new button and paste in these arguments:
Command: 	Parameters:
$game_exe	-dev -console -allowdebug -game $gamedir +map $file
 	
= Copying and editing configurations =
 Because Black Mesa uses different VRAD settings for different types of maps, it is recommended to create new configurations for each one of these, simply copy paste the configuration that you created and rename it, then edit the VRAD Parameters accordingly, see pictures for explanation:
= Your configurations should look like this, each having their logically according VRAD parameter: =
You have now completed the very tedious task of setting up Expert Compilers for Black Mesa, good job!
Pt-br/$hbox

Isso cria uma hitbox em torno de um osso. Essas hitboxes são usados ​​pelo AI para colisões simples, como balas.
Rodando studiomdl com ó commando -h opção irá imprimir todos os hitboxes gerados automaticamente.
quando hitboxes são definidos desta forma, autohitbox generation é desativado.
==Grupos de Hitbox==
Quando a hitbox é adicionado a um bone, tem um parâmetro de grupo adicional antes do nome do osso que pode mudar a forma como o acerto é calculado para o dano. Muitos NPC bem como certos vehicles siga um esquema para cada hitbox.
* $hbox 0 - Generic - o grupo padrão de hitboxes, aparece branco em HLMV 
* $hbox 1 - Head - Usado para NPC humano cabeças e definir onde o jogador se senta no vehicle.mdl, aparece Vermelho no HLMV 
* $hbox 2 - Chest - Usado para NPC humano barriga e peito, aparece Verde no HLMV 
* $hbox 3 - Stomach - Usado para NPC humano estômago e pélvis, aparece amarelo no HLMV 
* $hbox 4 - Left Arm - Usado para NPC humano Braço Esquerdo, aparece Azul profundo no HLMV 
* $hbox 5 - Right Arm - Usado para NPC humano Braço Direito, aparece Violeta Brilhante no HLMV 
* $hbox 6 - Left Leg - Usado para NPC humano Perna Esquerda, aparece Ciano Brilhante no HLMV 
* $hbox 7 - Right Leg - Usado para NPC humano Perna Direita, appears Branco como o grupo padrão no HLMV 
* $hbox 8 - Neck - Usado para NPC humano pescoço (para corrigir a penetração na cabeça por trás), aparece laranja no HLMV 
==Syntax==
 $hbox (group number) (bone name) (min x) (min y) (min z) (max x) (max y) (max z)
==Veja também==
* $cbox
* $bbox
* $hboxset
__NOTOC__
Category:Modeling
hbox
Category:Source
Pt-br/Adding Light

Agora vamos adicionar alguma iluminação à sala. Se nenhuma luz for colocada, o mapa será automaticamente iluminado “fullbright” quando for carregado no jogo, mas, como você deve ter notado, isso não é o ideal. A criação de luzes fará com que o mapa pareça muito mais realista.
# Ative a entidade (as luzes também são entidades) e selecione em a lista suspensa na barra de ferramentas de objetos. Essa é a luz mais básica de todas e brilha em toda a volta a partir de uma fonte invisível. Coloque uma no centro do teto agora, clicando na visualização 3D:
# Agora, vamos editar a cor e o brilho dessa luz. Volte para e, em seguida, clique duas vezes na entidade light na Vista 3D para abrir a caixa de diálogo Propriedades do Objeto. Para exibir as configurações do brilho da luz, localize e clique no campo Brilho na lista Valor-chave.
# Embora você possa digitar uma cor diretamente na nova caixa de texto, é melhor usar a caixa de diálogo integrada do Hammer clicando no botão “Pick color” (Escolher cor), logo abaixo da caixa de texto:
# A caixa de diálogo Color aparecerá agora, permitindo que você altere a cor da luz.
## Altere o matiz e a saturação da cor clicando na área quadrada do espectro de cores à direita.
## Como a luminosidade está configurada para o valor máximo, a cor ainda será branca. Diminua a luminosidade para alterar a cor de branco brilhante para algo com a tonalidade que você escolheu. Você pode ver como a cor muda no quadrado de visualização na parte inferior da caixa de diálogo para algo mais colorido, em vez de branco.
## Clique no botão “OK” para confirmar sua escolha:
# Agora definimos a cor da luz, mas isso não afetou sua intensidade. A cor é descrita pelos três primeiros números da configuração Brightness (Brilho), deixando o valor do brilho em si como o quarto número. Marque esse número (atualmente 200) com o mouse e digite 800 para que a luz brilhe quatro vezes mais intensamente: 
# Agora que fizemos alterações nos parâmetros da luz, pressione o botão “Apply” (Aplicar) para confirmá-las. A cor do ícone da luz mudará para a cor que você selecionou para ela.
== Resultados ==
Ao compilar o mapa, você verá uma esfera de luz projetada nas paredes que é mais brilhante perto da sua entidade de luz e mais escura mais distante. Lembre-se de desativar o se necessário!
No entanto, sua luz não terá uma fonte visual - ela simplesmente aparece do nada. Você poderá corrigir isso no próximo artigo.
== Veja também ==
* Iluminação intermediária
* Iluminação avançada
=== Entidades de luz ===
* — Uma fonte de luz básica omnidirecional.
* — Uma luz direcionada que brilha em um formato de cone.
* — O controlador para a luz global emitida de um skybox.
* — Uma fonte de luz dinâmica que pode ser alterada e movida no jogo.
* — Uma fonte de luz dinâmica como uma light_dynamic, mas que também pode projetar sombras dinâmicas adequadas.
Category:Level Design
Category:Lighting
Category:Tutorials