nyuuzyou/wikis huggingface dataset:
Miptex

Miptex is an 8-bit texture format used by and . They can be stored individually with a file, but most tools and engines expect them to be embedded in a BSP or WAD.
Miptex are always a multiple of 16, and contains the full-size texture plus 3 smaller mipmaps, although these mipmaps are only used by the software renderer (the OpenGL renderer uses the GPU to generate 32-bit mipmaps). Some programs also will use these mipmaps, such as .
Half-Life extends the miptex format to add a dedicated palette, instead of relying upon an external shared palette. This is an uncompressed 768 byte array of 256 24-bit RGB values, like .
== Technical ==
The header of a miptex lump can be represented by the following C struct (from in the Quake I source code release):
#define	MIPLEVELS	4
typedef struct miptex_s
{
	char		name[16];
	unsigned	width, height;
	unsigned	offsets[MIPLEVELS];		// four mip maps stored
} miptex_t;
It is then followed by raw 8-bit image data for each mipmap, at the offsets relative to the start of the lump.
For WAD3 miptex, the final mipmap is immediately followed by a 16-bit signed short enumerating the number of palette indices (should always be 256). That is then followed by raw RGB888 image data, representing the palette. 
== Derivatives ==
 encapsulates a modified version of miptex in a file format called WAL, which is always stored individually per texture and contains additional surface metadata for compilers. Variations of WAL, such as Daikatana WALs, M8, and M32, are used in other games, and add some additional features.
== References ==
# Fail to read palette for some texture lumps in some Valve WADs · Issue #4254 · TrenchBroom/TrenchBroom
Category:Glossary
Category:File formats
Misc dead hev (Black Mesa)

They are the HEV scientists found dead in Xen. Their suit will flash a ping light, attracting the player, then giving the player's suit charge. This entity is basically a prop_ragdoll but with the ability to charge the player's suit. You can also change the sprite color of the ping light via Hammer.
Represented by class CMiscDeadHEV.
==Keyvalues==
 
==ConVars/Commands==
== See Also ==
*
Missing GameInfo.txt

This occurs when the Current Game is incorrectly configured.
This can happen when:
* The Game Directory is set incorrectly so the tools cannot find the gameinfo.txt file.
* A gameinfo.txt file for the game is missing or incorrect.
* Installing/Restoring HL2 games from a backup that was created via the "Backup Games..." menu, but not having actually played the games after the install (HL2, EP1, etc).
How to fix this problem:
* First and foremost run the game (HL2, EP1, etc) at least once before running the SDK tools like Hammer. Running the games for the first time will create the gameinfo.txt and related files that are used by the SDK tools.
* If this is a custom MOD, make sure the Game Directory is set correctly, and that a valid gameinfo.txt is present.
* Try running the game you're editing for once from the Play Games window.
* Try to Reset the Source SDK Game Configuration.
* If that does not work, Reinstall the Source SDK installation.
Alternative:
* If none of the previously stated work, check and see if you have recently changed your drive's letter to something different.
* To fix the config go to X:\Program Files (x86)\Steam\steamapps\common\Counter-Strike Global Offensive\bin, then open "GameConfig"
* Open "GameConfig" and change all of the letters of the old drives to the current letter.
Category: Source SDK FAQ
Missing Half-Life 2 entities

A known bug in Create a Mod configures Valve Hammer Editor to load base.fgd instead of halflife2.fgd. This issue will be resolved in a future SDK update.
To workaround this problem:
# In Valve Hammer Editor, choose Options under the Tools menu.
# Select your mod's configuration in the Configuration combo box.
# Click the Remove button next to the Game Data Files list. This will remove the unwanted base.fgd file.
# Click the Add button next to the Game Data Files list and choose halflife2.fgd.
Category:Source SDK FAQ
Missing Information

Missing Information is a single-player modification based on the storyline found in Valve's Raising the Bar which was released shortly after 's release. The current version is 1.6.
==Features==
The first version was released in 2006 version 1.4, and features the content shown at E3 in 2003, including Traptown and the Borealis (cut location) chapter, though in an incomplete stage.
It also showcases cut content such as maps, NPCs, and most of the weapons, such as the Physgun, which was also revived by other mods, such as and 
The second version (1.5) released in 2008, is an Orange Box enhanced version of version 1.4 with two new E3 2002 demo maps, "Terminal" and "Depot". It also has a few new models, like a new shotgun model based on the version shown in 's E3 demonstrations from 2003.
The third version, 1.6 is the last branch of Missing Information featuring E3 content. The team has now moved on to working on the main story line which will be released in episodes. Currently the team is working on Episode One.
==List of patch fixes==
=== Change log from the 1.6 patch ===
ADDED
* New Alyx model & skin
* New Classic Zombie skin
* New Combine Soldier models
* New Incendiary Rifle (I-Rifle) model & animations
* New MP5K skin
* New MP5K sounds
* New Stalker model & animations
* New binocular skin
* New icon for Fire Extinguisher, Gauss gun, Stun Stick and S.L.A.M
* New particle effects
* Added a disclaimer to the E3 presentation explaining the quality (or lack thereof) of the maps
* Added closed captions
* Added e3_under to the E3 presentation
* Added normal maps to several models
* Added phong lighting to several models
CHANGED
* Combine Elite will not attempt to use the Pulse Rifle's secondary attack if not equipped
* the S.L.A.M. carry limit to 10
FIXED
* Odell crash fixed on the Borealis
* a bug on e3_depot that would stop the Gunship from activating
* several bugs on e3_seafloor that would make the player unable to continue with the E3 presentation
REMOVED
* e3_ship
* mi_buildingblocks
REVAMPED
* the Borealis maps with new props and other minor fixes
TWEAKED
* the Flare guns reload time
* the SMG1 firing rate
* the SMG2 firing rate
* the Stalker's damage
UPDATED
* AK47 model
* OICW model
* Physgun model
* Rooftops map
* animations on the Flaregun
* credits.txt to reflect current roster
* zoom effects on the sniperrifle
=== Change log from the 1.5.1 patch ===
* Fixed Stalker and Assassin textures and added phong.
* Added phong the Borealis barrels.
* Fixed a few problems with the new Odell model.
* The AK-47 has its own sounds instead of using the OICW fire sounds.
* Improved AK-47 accuracy and fire modes.
* Increased SMG2 rate of fire and accuracy.
* Updated SMG2 and OICW sounds.
* Added mi_buildingblocks to the chapters menu.
* Updated Borealis chapter with HDR and improved areas.
* Re-added missing maps and updated a few of them.
* Added new Flare Gun item model.
== Gallery ==
==External links==
* Gabe’s Love Tub - official website
* ModDB page
* Missing Information 1.5 download page on Gabe's Love Tub
Category:Help wanted
Missing content

When distributing a map or mod, care must be taken to ensure that any custom content (sounds, materials, textures, models, etc.) is also distributed, or else players will have an unintended experience.
* Missing materials/textures show up as a black-and-magenta checkerboard (in , simply display as black, , shows up as a flashing black-and-red checkerboard, shows up as red wireframe that flashes, in shows up as white texture or the black-and-magenta checkerboard, in it's Texture Browser shows up as black texture with the text "No Image", or as the black-and-magenta checkerboard).
** If the cubemaps are not built, it will fallback to generic textures (a desert with orange sunset sky), or show the current map skybox textures (without the world geometry/buildings/etc.), or shown as missing textures (black-and-magenta checkerboard), or simply display as black (which is the same as reflections being disabled using ).
** Missing skyboxes in-game show up as the black-and-magenta checkerboard if the skybox texture is missing, or as a HoM effect Void if the skybox is missing. The Hall of mirrors effect void also appears when the map has leaks. In it shows up as a gray void if the skybox is missing, or as a black-and-magenta checkerboard if the skybox texture is missing.
* Missing models show up as flashing red 3D text saying "Error" (in the 3D Error text is a light blue, in CS:GO since new updates shows up as big red box with ERROR text textured on it, and games shows the text in orange color, with Source 2 games being in a slightly different font, and shows up as red text saying "Error cant find model") 
* Missing sounds are absent (in Portal 2, a missing sound is indicated by Dr. Kleiner saying "Oh, fiddlesticks. What now?".)
* Missing particles (at least in Portal 2 and Team Fortress 2) appear as a spray of red X's.
* Missing animations appear as A-Pose, T-Pose, or any other standard pose the model has.
* Missing entities from the FGD(s) that are placed on a map in will appear as the Obsolete sprite, missing entity icons appear as white squares, and missing entity models appear as white, yellow, blue or pink cubes.
If the missing contents shipped with the Source SDK, and are not custom creations, it is likely a problem with your game configuration. See Reset the Source SDK Game Configuration for more information.
==Common Problems==
One very common problem is when users see a black-and-magenta checkerboard/black textured "sheen" or reflection on surfaces. This is caused by a missing texture, generally due to missing cubemaps, which must be "built" in-game prior to distributing the map.
Category:Level Design FAQ
Missing required DLLs

Dynamic-link libraries are collections of code and resources that provide functionality for applications. Therefore, missing a DLL will often prevent you from using a Source program entirely. 
== Troubleshooting ==
A missing required DLL error is almost always caused by user error. However, it is generally easy to rectify. Here are some steps to do so:
;Verify Integrity of Game Cache: This will almost always re-download the missing DLLs and is generally the solution.
;Install DirectX Redist, all versions of Visual C++ and .NET Framework 4.x (4.8/4.8.1 recommended): This would solves many issues with not only missing DLLs, but also game crashes related to DirectX 8/9 files not installed or it is outdated. This is also included from Steamworks Shared.
;Take DLLs from other games: Sometimes a required DLL will not be part of the Steam depot for a particular game -- this tends to only apply to DLLs used by obscure tools that you weren't exactly intended to use in the first place. Since the "missing required DLL" error tells you which DLL it failed to find, you can rummage through the bin folders of other games you own in an attempt to find the missing DLL. Often these scavenged DLLs will not work because of binary incompatibility, but sometimes you get lucky.
Category:Source SDK FAQ
Mission Improbable

Mission Improbable is a singleplayer mod for Half-Life 2: Episode Two which is under development. It is planned over three maps, with each map being released individually. Currently two out of the three maps have been released, Mission Improbable and Reverse Advance.
*Mission Improbable (Part 1): Gordon is sent to a Resistance listening post to reactivate it and find out what happened to the original crew. Surprisingly, it does not go smoothly.
*Reverse Advance (Part 2): After sort-of completing his mission at the listening post, Gordon is traveling to meet up with his friends nearby. Sadly, that does not go smoothly either!
== Download ==
* PlanetPhillip
* FileFront
* MagnarJ.net
* 
== History ==
Part 1 was released in July 2009, after being in development for around 5 months. Part 2 was released late May 2010, after being in development for around 8 months.
== See also ==
* Website
* 
Category:Single Player Mods
Mistake

is a horror first-person shooter video game mod for Half-Life, developed by Ashkandi and released on October 28, 2007. The game takes place in a dark and eerie environment, where the main character must navigate through a series of terrifying levels filled with dangerous traps, obstacles, and enemies. With its immersive atmosphere and engaging horror gameplay.
== Features ==
# New textures
# New sounds
# New HUD
# New maps
# New menu
# New models
== Facts ==
# The mod has a reference to the Saw franchise.
# The mod actively uses textures from Half-Life 2.
== Plot ==
The main character, Steve Rick, escapes from his cell through a hole in the wall. Walking through the corridors of the dilapidated psychiatric hospital, Steve finds a flashlight. Encountering zombies and ghosts everywhere, the main character becomes a victim of hallucinations. Later, Rick wakes up in the hospital room, which is opened after some time. Discovering zombies again and again, Steve finds the key to the corridor. 
Exploring the remains of the hospital, Rick finds a kitchen knife in the cafeteria, which helps him get into the room with body bags. Breaking the grille, Steve enters the sewer system. In the sewer, Steve falls into a trap with zombies, meeting them for the first time up close. Winning the battle, Rick finds the key to the door leading to the corridor. In the corridor, Steve presses a hidden lever that opens the way to the insane asylum room. 
Coming to his senses, Rick discovers that the hospital no longer looks dilapidated, and doctors are walking in its corridors again. After a long walk down the corridor, Steve comes to his senses and realizes that he is still in the partially destroyed psychiatric hospital. Finding the door control panel, Rick opens the door and moves on. Approaching the next door, Steve falls into a trap, falling through the floor. 
Zombies grab him and hand him over to a doctor zombie, who kills him.
== Screenshots ==
Image:scientist_ms.png|Scientist
Image:flashlight_ms.png|Flashlight
Image:zombie_ms.png|Zombie
== See also ==
* Mistake: Source
== External links ==
* ModDB Page
* RTSL Page
Category:GoldSrc mods
Category:Released Mods
Mistake: Source

is a fan-made port of the of mod developed by Ashkandi, which were released on October 28, 2007. The original mod is a horror-themed first-person shooter.
== Features ==
* Most textures were improved with $detail.
* Improved Lighting.
* Improved water shaders.
* Ragdolls.
* Changed Hud (from early versions)
== Media ==
=== Trailers ===
Early trailers of the Mod can be seen here.
* Noug4at's Trailer
== Team ==
* Ashkandi - Original creator of Mistake
* Noug4at - Mapper, Programmer, Modeller of Mistake: Source
== Release information ==
* Initial 1.0 - February 17, 2023
* Early Access 1.01 - February 20, 2023
== Credits ==
*Ashkandi
Developer
*Noug4at
Porter
== Requirements ==
* 
* 
== Development ==
* Based on the code with minor edits.
::This port uses Half-Life Source.fgd
* Maps decompiled with MBSPC.
* Models decompiled with .
* Scripts restored with G2S Fixer and VMF Updater with many manual edits.
== Known issues ==
*Bug with weapons on 7, 9 maps.
*After decompiling, there may be leaks in the maps.
:*Possible geometry bad-changes
* Problem with brush texture around a metal door on map 2.
:*Concrete instead of Metal.
== Manual install ==
#Download mistake.zip
#Extract files... using 7zip with fullpath names
== Testimonials ==
Some testimonials of some of the people who have played Mistake Source:</br>
Foxy2017mod:
ja... i just hate this horror but i like this mod
== External links ==
=== Community ===
* ModDB Page
* TWHL Page
* MAPCORE Page
=== Developer's Site ===
* Noug4at Page
=== Reviews ===
Reviews of Mistake: Source can be found at the following links.
* ModDB Review
Category:Source mods
Category:Ports from GoldSrc to Source
Mistake Of Pythagoras

==Overview==
Single player mod from the (co)author of Sweet Half-Life and Peaces Like Us.
You are Gordon in a parallel world and the city is under attack from unknown enemies. You have to find out a way to stop the invasion by traveling into their world and correcting the "mistake."
You'll experience unique single player experience spanning 3 chapters, 10 maps.
==Media==
Image:Ks mop1.jpg|Mistake Of Pythagoras first chapter - click to enlarge
Image:Ks mop2.jpg|Mistake Of Pythagoras first chapter - click to enlarge
Image:Ks mop3.jpg|Mistake Of Pythagoras third chapter - click to enlarge
Image:Ks mop4.jpg|Mistake Of Pythagoras third chapter - click to enlarge
Image:Ks mop5.jpg|Mistake Of Pythagoras third chapter - click to enlarge
==History==
After finishing Sweet Half-Life project, Koumei Satou became a contract level designer for Namco's LEDZone project (Counter-Strike Arcade). It's safe to say he was the first professional level designer in Japanese game industry history.
When was released, he started many experiments with entities at home (LEDZone doesn't use Engine). Then he began to work on this mod without a whole picture. He made it map by map from chapter 1.
He did everything alone in and without any coding. It took 9 months to complete. "I had been very busy at work, so I could only use 2-3 hours a day this time.", he says.
After these months of silence (He didn't tell anyone that he was making a mod.), he called some testers from C-SEC - the Japanese HL2 mod community. One coder added chapter unlocking codes, but other parts are untouched.
You can do anything you saw in this mod with entities.
==Team==
Koumei Satou - Concept, Level design, everything
== Awards ==
* Ranked #12 mod of 2005 by .
==Other info==
* Official website
* 
* Weird Comic Art
Category:Single Player Mods
Mixing Game Content

It is not advisable to mix game content if you wish to run your work on all players’ machines.
This is because there is no guarantee that the person downloading your work has installed all the games required, and so there is no guarantee that your prospective player has all the game assets content installed. Instead use game content from different games.
If a material is missing, then it will be replaced with a purple and black checkered texture. If a prop model is missing, it will be replaced with the words ERROR displayed as a large red model. Other content may cause your work to not run. For example, you can not use the M4 Carbine in a singleplayer mod because there is no way of ensuring that the people who play your mod also have installed and fully updated. Players who lack the needed files will get an error, and not be able to play your mod.
This is especially important when creating content which will be auto-downloaded from a multiplayer game server, or creating content for existing mods (e.g. a map). It is, of course, less important when creating a single-player mod, since it will be possible to warn a player ahead of time what the requirements will be for running your mod.
For world models and textures that are map-specific, you can package them into a distributable map with BSPZIP or another equivalent. These tools will save the required materials into a compiled map so the source material does not have to previously exist on a client’s computer. This, however, will significantly increase the map size, and for singleplayer mods that re-use textures and models, it’s far more efficient to simply package in the required materials that all maps can reference.
==See also==
* Missing content
* Gameinfo.txt#FileSystem
Category:Modding
Category:Level Design FAQ
Mod Content Usage

== Using content from other mods ==
It's a sad fact, but in some cases content is also being lifted from one mod to another. It's often a misconception that just because a mod is free to download, its contents are also free for you to take and choose from as you wish.
Even if a mod is free or not, the creators of any original work included within it (sounds, materials, models, source code) own the copyright for their work. This is true if you are a high-school kid, a corporation, or just some other modder who puts stuff together for fun. Every author gains these rights by default when they create their work.
The authors alone can decide how and who may use their work and have the law behind them should they decide to take issue of anything used without permission. If you see something in another mod that would be of use to you in your own mod or map, your first step should be to contact the mod team and then specifically ask the creator of the item your after. They and they alone can give you permission to use their work.
If you create contents for mods and don't mind other people using your content, then it could save a lot of trouble and benefit the community as a whole if you release your works under a Creative Commons license. See the Official Website to select a License for your works.
== Using content from other games ==
=== Through Steam ===
You can access content from any number of games through Steam, even if they don't use Source, by tweaking your gameinfo.txt. This doesn't require extracting anything from a VPK, but you can't guarantee that the user owns the games you've mounted.
Legally-speaking however, making (for example) a Source mod that features music from Defcon may not be permissible, even though only those who own Defcon could play it. This is because there are two competing rights:
* The right for the creator to dictate how their works are distributed
* The right of those granted access to works (e.g. by buying them) to mix them together for personal use
There is no legal precedent for the quasi-authorised content mixing that Steam allows.
=== Games in general ===
Simply don't do it without proper permission.
The copyright discussion above is just as much in effect with commercial games, and you are also under an End User License Agreement (EULA). EULAs usually forbid decompiling/modifying/re-distributing the game's content.
Also if your mod has a forum where users can post models, make sure they don't post copyright infringing content. Under the Digital Millennium Copyright Act (DMCA), once a web host finds/is notified of infringing material on their site, they are obliged to remove it or they must face liability for copyright infringement. The safe harbor clause of the DMCA generally only applies to ISPs, not web hosts, so if you let your users post infringing content (such as content from other games), not only the users but you can be accused.
== See also ==
* STEAM™ SUBSCRIBER AGREEMENT
* Mixing Game Content
Category:Source SDK FAQ
Category:Modding
Mod Distribution

This article is an overview on all articles pertaining to fine-tuning and releasing a mod.
== Articles ==
;Steam 3rd Party Mod Support:This article shows how to utilize mod support provided by Steam to make enhance the appearance a mod.
;Pre-publication evaluation:This article focuses on the checklist of what to do right before the mod is packed.
;Source Mod Installers:This article can help make a mod look professional while making it easy to install.
;Peer-to-peer:P2P is a way to distribute an installation package while minimize strain on download servers.
;7z:7z archiving provides a high compression ratio (Sometimes doubling zip compression). A utility for decompressing it is a quick download, too, which makes 7z archiving worthwhile.
;News Site List:Get publicity
Category:Publicity & Publication
Valve Cybercafes! (Steam)