nyuuzyou/wikis huggingface dataset:
Descargar e instalar the Left 4 Dead Authoring Tools

== Disponibilidad ==
Las herramientas de creación de Left 4 Dead están disponibles libremente en Steam para todos los poseedores de la versión de PC de Left 4 Dead.
== Descarga e instalación ==
Para instalar las herramientas de creación de Left 4 Dead, puedes [steam://install/513 pulsar aquí] o puedes:
# Reiniciar Steam si se está ejecutando en este momento.
# Abrir la ventana de Steam.
# Hacer clic en la pestaña Tools (Herramientas).
# Hacer doble clic en la entrada 'Left 4 Dead Authoring Tools.
# Las herramientas de creación de Left 4 Dead se descargarán en tu ordenador a través de Steam.
# Una vez que estén completamente instaladas, lo podrás poner en marcha del mismo modo que lo instalaste (desde la pestaña Herramientas).
También puedes crear un atajo en el escritorio haciendo click derecho en la entrada de las herramientas de creación de Left 4 Dead y pulsando Create desktop shortcut (Crear atajo en el escritorio) desde el menú contextual. 
== ¿Qué está incluído? ==
El paquete incluye:
* La última actualización de Hammer, el editor de niveles Source
* Un juego de utilidades de línea de comandos de compilación, como studiomdl y herramientas de compilación de mapas
* Editor de partículas actualizado
* Faceposer actualizado
* Mapas de ejemplo
* Modelos Ejemplo: Infectados comunes, un accesorio rompible y explosivos
* Ejemplos de sistemas de partículas (particles/particle_sample.pcf)
== ¿Y ahora qué? ==
* L4D Level Design Basics Tutorial es un tutorial paso a paso para empezar a crear niveles de Left 4 Dead usando el editor de niveles Hammer.
* Otra buena manera de empezar a crear tus propios niveles es usar las SketchUp Source Tools.
* Si quieres aprender cómo crear contenido para el motor Source en general, la página principal de los Source SDK documentation es un buen lugar para empezar.
* También puedes visitar la página Left 4 Dead Level Creation para ver más tutoriales y consejos específicos para crear niveles de Left 4 Dead.
* Una vez que estés listo para distribuir tus campañas, puedes utilizar el vpk packager (empaquetador VPK) para crear tus propios Add-ons (complementos). Ver el Tutorial de Add-on de Campañas para L4D para más instrucciones.
== Problemas y errores ==
* Publica todos los problemas y errores en Steampowered.com Forums.
* Ver Source SDK FAQ para obtener respuestas a preguntas generales sobre el Source SDK. 
* Para problemas con la edición de niveles y el Hammer, ver Level Design FAQ. 
= Ver también =
* Left 4 Dead Level Creation
* Left 4 Dead 2 Level Creation
Category:Left 4 Dead
Destroyed (Portal 2)

This Portal 2 aesthetic theme, also known as "Clean Wheatley", is shown in co-op course 4. It is characterized by its exposure to the vast vistas of Aperture Science. Bottomless pits often, but don't always, replace the toxic water hazard found in most clean test chambers. Tests in this style should look like clean chambers which have been broken down, or, alternatively, have not finished being built yet. The vistas are of the so called "Behind the Scenes" areas: vents, walkways and other test chambers can be seen.
Aside from the destruction mentioned above, tests in this style should be similar to Clean tests. In terms of test elements, the co-op course uses primarily excursion funnels, but you don't have to restrain yourself to that that. Pretty much everything works in this theme.
==Elements==
* Glass Lights
*Panels
*Vacuum Elevator
*Test Doors
*Observation Room
*Test Sign
*Vent
Category:Portal 2 Level Design
Category:Portal 2 Tutorials
Detail props/Aspect ratio fix

This bug in Valve's stock code affects detail sprite materials stored at a location other than detail\detailsprites. The aspect ratio used when selecting subregions of the custom texture is mistakenly read from detail\detailsprites at all times, meaning that the custom texture's aspect ratio must match that of the stock file.
This happens because Valve's aspect ratio code runs before the world has spawned and the detail sprite material becomes known. The fix is moving it to a function called post-spawn.
== The fix ==
Go to CDetailObjectSystem::LevelInitPreEntity() in client\detailobjectsystem.cpp and remove this code block from about half-way down:
if ( m_DetailObjects.Count() || m_DetailSpriteDict.Count() )
{
	// There are detail objects in the level, so precache the material
	PrecacheMaterial( DETAIL_SPRITE_MATERIAL );
	IMaterial *pMat = m_DetailSpriteMaterial;
	// adjust for non-square textures (cropped)
	float flRatio = pMat->GetMappingWidth() / pMat->GetMappingHeight();
	if ( flRatio > 1.0 )
	{
		for( int i = 0; i<m_DetailSpriteDict.Count(); i++ )
		{
			m_DetailSpriteDict[i].m_TexUL.y *= flRatio;
			m_DetailSpriteDict[i].m_TexLR.y *= flRatio;
			m_DetailSpriteDictFlipped[i].m_TexUL.y *= flRatio;
			m_DetailSpriteDictFlipped[i].m_TexLR.y *= flRatio;
		}
	}
}
Then in function void CDetailObjectSystem::LevelInitPostEntity() replace this code:
	const char *pDetailSpriteMaterial = DETAIL_SPRITE_MATERIAL;
	C_World *pWorld = GetClientWorldEntity();
	if ( pWorld && pWorld->GetDetailSpriteMaterial() && *(pWorld->GetDetailSpriteMaterial()) )
	{
		pDetailSpriteMaterial = pWorld->GetDetailSpriteMaterial(); 
	}
	m_DetailSpriteMaterial.Init( pDetailSpriteMaterial, TEXTURE_GROUP_OTHER );
With this code:
if ( m_DetailObjects.Count() || m_DetailSpriteDict.Count() )
	{
		const char *pDetailSpriteMaterial = DETAIL_SPRITE_MATERIAL;
		C_World *pWorld = GetClientWorldEntity();
		if ( pWorld && pWorld->GetDetailSpriteMaterial() && *(pWorld->GetDetailSpriteMaterial()) )
			pDetailSpriteMaterial = pWorld->GetDetailSpriteMaterial(); 
 
		m_DetailSpriteMaterial.Init( pDetailSpriteMaterial, TEXTURE_GROUP_OTHER );
		PrecacheMaterial( pDetailSpriteMaterial );
		IMaterial *pMat = m_DetailSpriteMaterial;
 
		// adjust for non-square textures (cropped)
		float flRatio = pMat->GetMappingWidth() / pMat->GetMappingHeight();
		if ( flRatio > 1.0 )
		{
			for( int i = 0; i<m_DetailSpriteDict.Count(); i++ )
			{
				m_DetailSpriteDict[i].m_TexUL.y *= flRatio;
				m_DetailSpriteDict[i].m_TexLR.y *= flRatio;
				m_DetailSpriteDictFlipped[i].m_TexUL.y *= flRatio;
				m_DetailSpriteDictFlipped[i].m_TexLR.y *= flRatio;
			}
		}
	}
Category:Bug fixes
Category:Snippets
Detail textures (GoldSrc)

Detail textures in are textures that are overlaid on a WAD texture to increase the perceived detail of the surface, without increasing texel size (which would result in using up more AllocBlock). They are extensively used by (since version 1.2) and .
Unlike , detail textures in always use DecalModulate, and are always 24-bit.
==External links ==
* The303's GoldSrc texture tutorial - Part 9: DETAIL Textures
Category:GoldSrc Textures
Detailing BTS Areas

__NOTOC__
==Area Creation Guides==
Each room has a main purpose, for instance, Turret Repair Rooms, electrical generator rooms, Rooms filled with Hazard Liquid (see Sewer Rooms), giant piston rooms, and lastly, areas that store gas or some kind of liquid.
* Typical Elements and Entities
* Creating a Room Out Of Typical Elements
* testchmb_a_15 Styled Areas
* escape_00 Styled Areas
* escape_01 Styled Areas
* escape_02 Styled Areas
===Unique Room Types===
* Sewer Rooms
* Turret Repair Rooms
==Details==
* Interior Fences
* Detailing Wall Pipes
* Piston Panels
* Support Beams
== See also ==
* Portal Level Creation
Category:Portal
Category:Level Design
Category:Tutorials
Detailing BTS Wall Pipes

==Introduction==
This guide will show you how to create wall pipes.
==Basic Wall Pipes==
These walls pipes only have a 16 unit gap inside them.
===Creating the path===
thumb|right|250px|Wall Pipe path
Use the Clipping Tool to cut 128 unit wide gaps in the wall. Push the cut blocks 16 units back.
You can either leave the texture behind the maps with the normal metal wall texture or use metal/metalwall_bts_006e_cable.
==Pipe Models==
thumb|right|250px|Wall Pipe Models
Create prop_static entities and set their model to models/props/wall_pipes_horiz/wall_pipes_horiz.mdl. This will be the main model to use.
If your path takes a 90 degree turn, use the wall_pipes_bend models and rotate any other pipe models.
Use the wall_pipes_wave models to change which side the normal models are closer to for extra detail.
==Detailed Wall Pipes==
You can place an orange light behind the wall pipes if you need to. This can be used for lighting. Sometimes a light or light_spot with its color being 242 91 0 is necessary. You can also add Interior Fences if you'd like.
== See also ==
* Portal Level Creation
Category:Portal
Category:Level Design
Category:Tutorials
Devblogs

Category:Modding
Please refrain from adding your own blog straight into the list. Post it on the Talk page for discussion instead.
== Major Teams ==
* Empires Mod
* Jailbreak: Source
* Pirates, Vikings and Knights II
== Individuals ==
* Robert Briscoe’s Devblog
* Wesley Tack’s Devblog
* Radiator Blog (Robert Yang)
* Macaroni Kazoo (Hamish McKenzie, Valve)
Developer

It enables various levels of developer debugging options. This includes entity diagnostic information which will be printed to the console and also at the top of the screen.
Valid values are:
*0: No debugging information (standard behavior)
*1: Standard debugging information:
::* console messages appear in the top-left of the player's HUD (amount of lines shown adjustable by cvar)
::* execution of certain commands like and is allowed
::* VPhysics penetration errors are displayed in the map
::* console logs -ed scripts
::* etc.
*2: More debugging information; console displays:
::* input/output events
::* errors and events in scripted sequences
::* loaded models during map load
::* entities transferred to next map when changing level
::* NPCs that aren't in squads
::* notification when orphaned child entities are removed when parent entity no longer exist
::* etc.
*3: Same as 2, but with more console messages 
*4: Highest(?) level of debugging information; bounding boxes can show up on objects with VPhysics errors, etc.
developer 4 adds additional on-screen info like where the clients crosshair is pointing (not in HL2/Source 2013, shows the crosshair of all the players in multiplayer) and shows hitboxes and boundboxes when collision anomalies or errors occur.
Developer mode can also be enabled via the -dev or -developer command line switches, either as a shortcut or Steam command line. The relies on this switch in order to load into developer mode.
== See also ==
Other console commands and variables that a developer may find useful include:
* sv_cheats
* impulse
If you are looking for information about being a developer for Valve games, you may instead find these pages useful:
* Steam 3rd Party Mod Support
Diff And Patch

==Diff Tools==
Diff tools can be extremely useful when working on large projects, especially when sharing code between several programmers without the aid of a revision control system such as CVS or Perforce. These tools make it possible to track changes betwen two different versions of a mod, and are even capable of seamlessly merging two different mods. 
Yet another use is to examine changes on the SDK tree after a update, in addition to reading the changelog.
; Alienbrain
* A groupware framework for game developing, includes a good diff tool.
* AlienBrain
;Beyond Compare
* An excellent text comparison tool.
* Scooter Software
; Cygwin 
* A POSIX layer for Windows which includes many popular GNU tools such as GCC (GNU Compiler Collection), GNU Patch, etc. 
* Cygwin
; Meld 
* Meld is a visual diff and merge tool. It integrates especially well with CVS. The diff viewer lets you edit files in place (diffs update dynamically), and a middle column shows detailed changes and allows merges. Gnome app.
* Meld
; Winmerge
* A Windows tool for examining differences between two set of files.
* Winmerge
; Sourcegear DiffMerge Free
* DiffMerge is an application to visually compare and merge files for Windows, Mac OS X and Linux.
* Visual folder diff (inspect sourcecode diff very fast on new releases)
* DiffMerge Download 
You can read more about how diff software works here:
* Diff Utils
Category:Technical
Difference Between Non-standalone and standalone mods

The difference between Non-standalone mods and standalone mods is that non-standalone mods require to have a base game to play,the opposite of Standalone mods.Standalone mods are modified versions of the base game(and are the base game itself) and do not need a base game to play.
==Examples of Non-standalone mods==
* a mod for 
* a mod for 
* a mod for 
* a mod for 
* a mod for 
* A mod for 
* a mod for 
* a mod for 
* a mod for 
* a mod for 
==Examples of standalone mods==
* a mod from 
* a mod from 
* a mod from 
* a mod from 
* a mod from 
* a mod from 
* and a mod from 
* a mod from 
==breakdown on what the word standalone means==
The word standalone is stand-alone meaning well,to stand alone all by itself without a base game.
Diffuse Mask

The Diffuse Mask can apply a color transformation, like a hue shift or a contrast adjustment to the original color. This color transformation is encoded into a 3D texture called a colorwarp. This effect is then applied using a fresnel term, meaning it only appears around the edges of the character.​
== See also ==
https://support.steampowered.com/kb/3081-QUXN-6209/dota-2-workshop-item-shader-masks#diffuse
Dimensions

* For games, see GoldSrc Dimensions.
** For , , and , instead see GoldSrc Dimensions#Counter-Strike.
** For dimensions, see Day of Defeat Mapper's Reference.
** For , additionally see Ricochet Level Design.
* For most games, including and , see Dimensions (Half-Life 2 and Counter-Strike: Source).
** For dimensions, see Counter-Strike: Global Offensive/Mapper's Reference.
** For dimensions, see Dimensions in the Left 4 Dead Series.
** For , see Team Fortress 2 Mapper's Reference.
** For dimensions, see Day of Defeat: Source Mapper's Reference.
** For dimensions, see Alien Swarm Mapper's Reference.
* For games:
** For and dimensions, see Environment Tutorial: Hammer and Basic Lighting.
** For dimensions, see Counter-Strike: Global Offensive/Mapper's Reference (same dimensions apply).
** For dimensions, see Dota_2_Workshop_Tools/Level_Design/Dota/Navigation_Mesh.
== See also ==
* Unit
* Coordinates
Category:Level Design FAQ
Dimensions/Left 4 Dead

The following numbers are the known dimensions for the . Any missing dimensions can be found here.
=== Dimensions ===
Player Specific
 Player Height Standing = 71 units (the gap for them to fit must be bigger safe to go with 72 units)
 Player Height Crouching = 56 units
 Player Width: = 32 units (the gap for them to fit must be bigger safe to go with 33 units)
 Player Jump Height = 56 units
 __________________________________
 
 Eye Height Standing = 62 units
 Eye Height Crouching = 44 units
Miscellaneous
 Max Obstacle Height = 18 units
 CI Max Climb Height = 180 units (Only works for CI when a navmesh connects two areas. SI require Infected-only Ladders.)
 Tank Max Climb Height = 200 units
 Small Door = 48x104 units
 Big Door = 56x104 units
 Normal Corridor Height = 128 units
 Normal Corridor Width = 64 units
Left 4 Dead 2 contains the dev_measure textures, some of which are not correct for Left 4 Dead 2. You can get Left 4 Dead 2–specific measurements from this workshop submission.
Category:Level Design
Category:Left 4 Dead
Category:Left 4 Dead 2
DinoHunters

==Overview==
DinoHunters is a work of fiction by Kuma that combines choreographed scenes with stimulating first-person shooting.
It is a free game which could be classified as "advergaming" as the game has a real life sponsor in the form of Schick Quattro razors. Players do not need to own a copy of Half-Life 2 in order to play.
The DinoHunters website is a rather amusing spoof of the whole reality/dedicated TV channel genre.
== NOTE == 
this game is not available on steam as of this moment
Category:Third Party Source Engine Games
Dino D-Day

is a Source Engine game that takes World War II, and puts dinosaurs in it. The game is of interest to some modders, as it comes with nearly every official SDK tool known, including some that were never released elsewhere.
==Overview==
The year is 1942. Adolf Hitler has succeeded in resurrecting dinosaurs. The reptilian horde has trampled Europe and the Mediterranean. Can nothing stop the Nazi’s dinosaur army?
Dino D-Day is a frantic, action-packed multiplayer game that transports you to a World War II that should have been. You and your friends can battle online choosing to serve the cause of the Allied nations or the Nazis. The Allied side includes seven playable characters including Trigger, a Protoceratops rescued from the Nazis. Each Allied class has unique weapons and abilities to use in combat. Gun down a Dilophosaur with your trusty M1 Garand, blast a kamikaze pterosaur out of the sky with your Thompson sub-machine gun, or toss out a dead jackrabbit to lure a raptor into a trap.
As an Axis player you will have your choice of three human classes and four dinosaur classes. Ambush your enemy with speed and stealth as the Raptor, mercilessly pound the enemy with a heavy 20mm gun as the Desmatosuchus, rampage through enemy groups as the Dilophosaur or pick up a body and throw it at an enemy for a double kill! Or if you prefer a rifle in your hand, the German soldier classes are the perfect complement to their dinosaur comrades.
You’ve played World War II games before… but have you played a World War II game with dinosaurs?
==Last Stand DLC==
Dino D-Day also includes a wave-based co-op mode as the "Last Stand" DLC. This game mode has you battling through 10 waves of Nazi dinosaurs, with the final wave being a fight against the "Red Baron", in a similar matter to Killing Floor. 
Last Stand also includes new types of dinosaurs, a goat with a tesla coil mounted on its back called the "Vengeance Goat", as well as an upgrade system and even two new maps, with support for existing Dino D-Day maps.
==Maps==
DDD Resistance.jpg|ddd_resistance
DDD_Airstrip.jpg|ddd_airstrip
DDD_Troina.jpg|ddd_troina
DDD_Canyon.jpg|ddd_canyon
DDD_Depot.jpg|ddd_depot
DDD_Fortress.jpg|ddd_fortress
DDD_Gela.jpg|ddd_gela
DDD_Subbase.jpg|ddd_subbase
DDD_Pacentro.jpg|ddd_pacentro
DDD_Hilltop.jpg|ddd_hilltop
DDD_Ziegenfarm.jpg|ddd_ziegenfarm
Category:Third Party Source Engine Games
Category:Portal 2 engine branch games
Category:Released Games
Category:800 North games
Category:Digital Ranch games
Dino D-Day Sky List

These skyboxes are available to and mods utilizing its content.
sky003_hdr 	sky003_hdr	sky003_hdr	sky003_hdr 	sky003_hdr 	sky003_hdr 	sky003_hdr 	sky003_hdr
ddd_market 	? 	-30 	216 207 194 200	185 157 115 400	-1 -1 -1 (1)	-1 -1 -1 (1)	0
ddd_gela 	? 	? 	? 	? 	? 	? 	0
ddd_pacentro 	? 	? 	? 	? 	? 	? 	0
ddd_resistance	? 	? 	? 	? 	? 	? 	0
sky004_hdr 	sky004_hdr	sky004_hdr	sky004_hdr	sky004_hdr	sky004_hdr	sky004_hdr	sky004_hdr
ddd_canyon 	? 	? 	? 	? 	? 	? 	0
ddd_fortress	? 	? 	? 	? 	? 	? 	0
sky005_hdr 	sky005_hdr	sky005_hdr	sky005_hdr	sky005_hdr	sky005_hdr	sky005_hdr	sky005_hdr
ddd_hilltop	? 	? 	? 	? 	? 	? 	0
ddd_depot 	? 	? 	? 	? 	? 	? 	0
sky_day01_09_ldr	sky_day01_09_ldr	sky_day01_09_ldr	sky_day01_09_ldr	sky_day01_09_ldr	sky_day01_09_ldr	sky_day01_09_ldr	sky_day01_09_ldr
ddd_troina 	? 	? 	? 	? 	? 	? 	0
sky_fog 	sky_fog	sky_fog	sky_fog	sky_fog	sky_fog	sky_fog	sky_fog
ddd_snowypark 	? 	? 	? 	? 	? 	? 	0
ddd_ziegenfarm	? 	? 	? 	? 	? 	? 	0
ddd_subbase 	? 	? 	? 	? 	? 	? 	0
sky_dust 	sky_dust	sky_dust	sky_dust	sky_dust	sky_dust	sky_dust	sky_dust
ddd_airstrip	? 	? 	? 	? 	? 	? 	0
Direct3D

Direct3D is a graphics application programming interface (API) for . It is part of . 
 engines ships with a software renderer, OpenGL and initially, , prior to it being removed in 2013 after SteamPipe update. Unlike OpenGL (since detail textures support was added in 2004 with the release of ) and like the Software renderer, it doesn't seems to have issues with overbright lighting. Also in , this game used Direct3D 8 instead.
 mainly used Direct3D 9 (Shader Model 2) renderer, which later was upgraded to support Shader Model 3.0 , but offers backward compatibility with older GPUs using DirectX feature levels as low as DX8 (or DX7, DX6 in previous version of Source). requires GPUs with Direct3D 9.0/DX9.0c (Shader Model 3.0) support in order to run.
Some third-party engine branch like and use Direct3D 11 instead. As of 2024, nearly all of Valve games also added support for Vulkan renderer on Windows, using DXVK to translates D3D9 to Vulkan. Enabling Vulkan translation will require the "" launch option (except in and upcoming ).
 mainly uses Direct3D 11, but also has options to use the Vulkan renderer.
== Direct3D==
===Direct3D 6=== 
====Features====
* Colored lighting - Quake simply had monotone lighting
* Transparent textures - Glass can now be used in maps
*Texture Filtering - Quake (GLQuake) simply Texture Filtering
* Detailed textures 
===Direct3D 8=== 
Direct3D 8 only on 
====Features====
* Dynamic iris simulation - automatically adjust brightness, similar to HDR Rendering 
== Direct3D ==
* Primarily runs on Direct3D 9.0. Some third-party engine branches use Direct3D 11 or 12.
* Prior to , Source supports DirectX compatibility levels for older graphics card (such as DirectX 8 level card) that only support some, but not all DX9 features (or works poorly when run on DirectX 9 level).
* Support Shader Model 2.0 (and 3.0 after ).
* In and , has support for D3D9Ex (also known as Windows Aero DirectX extensions), which can improve performance on some GPUs. Windows Vista (or later) only.
* See page for features.
== Direct3D ==
* Runs on Direct3D 11
* Shader Model 5.0
* See page for features.
== See also ==
* DirectX Versions - list of DirectX feature levels
* OpenGL
* Vulkan, another graphics API, successor to OpenGL.
* Software renderer
== External links ==
* 
* on Wikipedia
*WinQuake on Quake Fandom wiki
Category:Graphics API
DirectX Texture compression 5

DirectX Texture compression 5, or DXT5, is a variation of the S3TC (S3 Texture Compression) image compression algorithm included in DirectX (since DX 6.0). DXT5 is also the Vtex compile parameter used to utilize this algorithm even if there is no alpha channel in the source image.
DXT5 converts a 4x4 block of pixels into 128 bits of output (consisting of 64 bits of alpha channel data (two 8 bit alpha values and a 4x4 3 bit lookup table) followed by 64 bits of encoded color data) resulting in a 4:1 compression ratio with 8-bit RGBA input data.
== Usage ==
Some consider DXT5 to be the most flexible general purpose compression codec. It can handle gradient alpha textures (using an interpolated alpha scheme for good results).
However, it is a lossy compression algorithm, resulting in image quality degradation, an effect which is minimized by the ability to increase texture resolutions while maintaining the same memory requirements. Hand-drawn cartoon-like images do not compress well, nor does normal map data, both of which usually results in very poor image quality.
==See also==
* Wikipedia:DXT5 - a more in-depth explanation of DTX5.
Category:GlossaryCategory:Material System