nyuuzyou/wikis huggingface dataset:
Mapbase/Entities/Base Entity

This page lists 's changes to , which every single entity in the Source engine derives from. This means every entity in Hammer technically possesses these changes, but whether they actually show up depend on how relevant the changes are to a certain entity. (e.g. "" is irrelevant on logic entities)
= I/O/KV =
== Inputs ==
}
== Outputs ==
== KeyValues ==
The owner entity can now be accessed with the keyvalue and (an internal flag variable) can now be accessed with the aptly named keyvalue, but neither are actually used in any base FGD classes to avoid clutter.
= New nodraw abilities =
Mapbase adds a few new ways of turning an entity invisible:
# A input which can be used to set an entity to the "Don't render" mode on the fly by using a parameter of 9.
# New inputs inspired by the inputs of the same name from .
# A new "view ID nodraw" feature that hides an entity in specific render contexts.
Each of these methods turn an entity invisible in different ways, and they each have their own tradeoffs. For example, using will prevent an entity's data from being transmitted to the client, while using the other methods will not.
The view ID nodraw ability is unique in the fact that it prevents drawing in specific passes from the view rendering process. For example, if an entity is set to not draw in , then that entity will not show up on RT camera monitors, but it will show up everywhere else.
View IDs are specified in a similar fashion to spawnflags, and combinations of them can be used. Here's a list of view IDs in base Source 2013:
The FGD also provides some default presets:
* 0 : "Draw normally"
* 193 : "Hide in main view (player's eyes)" ( VIEW_MAIN + VIEW_INTRO_CAMERA + VIEW_SHADOW_DEPTH_TEXTURE )
* 36 : "Hide in cameras" ( VIEW_MONITOR + VIEW_INTRO_PLAYER )
* 24 : "Hide in mirrors/water" ( VIEW_REFLECTION + VIEW_REFRACTION )
* 60 : "Hide in cameras and mirrors/water" ( VIEW_MONITOR + VIEW_INTRO_PLAYER + VIEW_REFLECTION + VIEW_REFRACTION )
* 2 : "Hide in 3D skybox" ( VIEW_3DSKY )
* 128 : "Hide projected texture shadows" ( VIEW_SHADOW_DEPTH_TEXTURE )
Mapbase/Entities/NPCs

This page lists 's changes to , which every NPC derives from. This means every NPC in the game technically possesses these changes, although some changes might only be relevant to a specific group of them.
Some I/O were ported from other games or were already possible through other, more complicated means (e.g. keyvalues changed with AddOutput).
See Custom Animations for more information on Mapbase's new NPC animations.
= I/O/KV =
== Inputs ==
== Outputs ==
== KeyValues ==
= Increased weapon portability =
Mapbase greatly expands the capabilities for NPCs using weapons in through additional programming as well as new or restored NPC animations.
The following table shows which HL2 NPCs were capable of using various weapons in vanilla Source 2013:
Weapon	Male and allies	Female and allies		
 	 	 		
 	 	 		
 	 	 		
 	 	 		
 	 	 		
 	 	 		
 	 	 		
 	 	 		
 	 	 		
 	 	 		
 	 	 		
By contrast, this table shows which HL2 NPCs are capable of using those weapons in Mapbase:
Weapon	Male and allies	Female and allies		
 	 	 		
 	 	 		
 	 	 		
 	 	 		
 	 	 		
 	 	 		
 	 	 		
 	 	 		
 	 	 		
 	 	 		
 	 	 		
Many of these weapons include completely new animations which are detailed in Custom Animations.
=== Weapon alt-fire capabilities ===
In vanilla Source 2013, only is capable of using a weapon's secondary attack, and is the only weapon it can use the secondary attack with. Mapbase expands this capability to almost all human NPCs and also gives them the ability to use 's secondary attack.
= Remapped activities =
Mapbase changes the activities of many NPCs to be more consistent with each other and the standards expected from the base activity definitions. See the article linked above for more information.
Mapcycle.txt

== Format ==
Each line has the name of a map. (like the maplist.txt). Place this in your game/mod root folder.
==Limitations ==
== ==
panj push
panj_night push
market push
market_night push
sinjar push
sinjar_night push
peak push
heights push
heights_night push
buhriz push
buhriz_night push
district push
district_night push
siege push
revolt push
revolt_night push
verticality push
verticality_night push
panj firefight
panj_night firefight
uprising firefight
uprising_night firefight
market firefight
market_night firefight
heights firefight
heights_night firefight
district firefight
district_night firefight
siege firefight
contact firefight
peak firefight
peak_night firefight
sinjar firefight
sinjar_night firefight
ministry firefight
ministry_night firefight
revolt firefight
revolt_night firefight
verticality firefight
verticality_night firefight
panj skirmish
panj_night skirmish
market skirmish
market_night skirmish
heights skirmish
heights_night skirmish
district skirmish
district_night skirmish
siege skirmish
contact skirmish
peak skirmish
peak_night skirmish
ministry skirmish
ministry_night skirmish
revolt skirmish
revolt_night skirmish
verticality skirmish
verticality_night skirmish
panj occupy
panj_night occupy
uprising occupy
uprising_night occupy
market occupy
market_night occupy
peak occupy
peak_night occupy
heights occupy
heights_night occupy
district occupy
district_night occupy
siege occupy
buhriz occupy
buhriz_night occupy
ministry occupy
ministry_night occupy
revolt occupy
revolt_night occupy
verticality occupy
verticality_night occupy
district infiltrate
district_night infiltrate
market infiltrate
market_night infiltrate
contact infiltrate
ministry infiltrate
ministry_night infiltrate
revolt infiltrate
revolt_night infiltrate
uprising infiltrate
uprising_night infiltrate
market strike
market_night strike
contact strike
buhriz strike
buhriz_night strike
sinjar strike
sinjar_night strike
heights strike
heights_night strike
revolt strike
revolt_night strike
market ambush
market_night ambush
siege ambush
contact ambush
revolt ambush
revolt_night ambush
verticality ambush
verticality_night ambush
peak flashpoint
peak_night flashpoint
contact flashpoint
heights flashpoint
heights_night flashpoint
revolt flashpoint
revolt_night flashpoint
Category:Source
Category:Plain text formats
Category:Plain text files
Maplist.txt

A plant text format...
== Games ==
=== ===
Dedicated servers no longer use maplist.txt files and the maps you play are now controlled by map groups. A server must be started with a mapgroup or workshop_collection or maps will not cycle correctly. See the included gamemodes_server.txt.example file for an example mapgroup.
== Format ==
Each line has the name of a map.
== File location ==
The maplist.txt file is found in the root directory of a mod and contains a list of maps to be used by the game.
== Examples ==
Category:Plain text files
Category:Plain text formats
Maplist Thumbnails

The Maplist is a user-friendly mode for the server browser, available in the Orange Box, which emphasizes key information like the map name and gametype. It achieves this partly by providing a thumbnail image of each map, and this article will show you how to create one of your own.
== Creating a thumbnail ==
Three files are needed for a thumbnail to appear:
# menu_thumb_<map name>.vtf
# menu_thumb_<map name>.vmt
# <map name>.res
=== Texture ===
:For an in-depth guide to creating a VTF file, see Creating a Material.
Take a screenshot of your map that is easily recognizable and will scale down well. Then:
# Resize/crop the image so that it fits into a 128x96 rectangle.
# Position the image along the top of a 128x128 image. Don't resize it.
# Enable the "No Mipmap" and "No Level of Detail" options.
# Save as <game>\materials\vgui\maps\menu_thumb_<map name>.vtf.
=== Material ===
:For an in-depth guide to creating a VMT file, see Creating a Material.
Paste this:
 UnlitGeneric
 {
 	$basetexture	"vgui\maps\menu_thumb_<map name>"
 	$translucent	1
 	$ignorez	1
 	$vertexcolor	1
 }
Remember to replace <map name> in $basetexture with your map's actual name. Don't include a file extension anywhere. Save as <game>\materials\vgui\maps\menu_thumb_<map name>.vmt.
=== Resource list ===
Paste this:
 Resources
 { 
 	materials/vgui/maps menu_thumb_<map name>.vmt	file
 	materials/vgui/maps menu_thumb_<map name>.vtf	file 
 }
Once again, replace <map name> with your map's actual name. Save as <game>\maps\<map name>.res.
== Creating a default thumbnail ==
There are actually two default thumbnails: one for maps that need to be downloaded and one for maps already on the player's computer. They are:
* materials\vgui\maps\menu_thumb_default
* materials\vgui\maps\menu_thumb_default_download
They are otherwise identical to any other maplist thumbnail.
== See also ==
* Creating a Material
Category:Modding
Category:Level Design
Category:English
Mapname.txt

In and , one can ship the file <game>/maps/<mapname>.txt with their map file to display custom text for that map.
__TOC__
=== ===
 The text in that file is displayed as plain text in the UI when choosing a team. See the screenshot on the right.
=== ===
 The text in that file is displayed in the loading screen. The HTML tag ... can be used for colors. Also, the following formats can be used:
 CS:GO Loading screen texts (de_ map, classic game mode)
<mapname>.txt content	Result (English)
 	Bomb Scenario Mission#SFUI_Rules_<gamemode>_LoadingA community map created by:any other text
 	Bomb Scenario Mission#SFUI_Rules_<gamemode>_Loadingany other text
 	Loading...any other text
none 	Loading...YOUR TEXT FILE IS BLANK!If you intend for this space to be blank, open up '<mapname>.txt', enter a single space and save the file.
Category:Counter-Strike: Global Offensive
Category:Counter-Strike: Source
Category:Plain text files
Mapping Sites

This is a list of sites about mapping, including tutorials, articles, communities, etc.
Creative toolset to becoming a game level designer and 3d environment artist.
* Mapeadores - Mapping community.
* Balticforever - Mapping and modeling community.
* Facepunch - Forums with a huge Source Engine Mapping Section.
* Gamebanana > Tutorials - Tutorials related to a variety of Source Games.
* Halfwit-2 - Another collection of Mapping tutorials.
* Interlopers - Half-Life 2 News & Tutorials.
* L4Dmaps - Mapping forums and resource site for the L4D series.
* Lambdageneration - Articles & Tutorials about Source Engine modding & level design.
* Mapcore - International game development community with many users working in the game industry.
* Mappingbase German mapping community with more than 300 tutorials for the Source Engine.
* mIKe's ReVeNGe - HL2DM Community with an Excellent set of Tutorials!
* Modding-Area - Tutorials on Mapping, Beginner to Advanced, all in French!
* TF2Maps.net - Mapping forums and resource site for TF2.
* The RaZZeR App - German tutorials on Source engine development.
* The Snarkpit - Mapping and modeling community site.
* The Wall - German mapping community for Goldsource and Source.
* Portal Mapping and Modding - Mainly Portal and Portal 2 Source Engine mapping and modding Discord server.
* ThinkingWithPortals - Portal 2 mapping community and public download database.
* The Whole Half-Life - Mapping community and tutorial site with busy forums for Goldsource and Source mappers.
* UberMicro - Mapping forums for all Valve games. Help with Valve's Hammer Editor.
* World of Level Design - Website dedicated to mapping tutorials, 3d environment modeling, level design articles.
* PROJECT-S (УРОКИ)
Category:External Sites
Category:Level Design
Mapping with Antlions

Antlion behavior includes how they act, how to make them unburrow when walking on the sand, how to make them fly and how to make them follow a precise route. Antlions basically can't see; they hear their enemies which is why they are sometimes complicated to handle. In most cases, they just run to and attack the player, but you can make them do precise things too.
==Entities==
* npc_antlion - includes the Antlion Worker
* npc_antlionguard - a much larger and more dangerous form of antlion
* npc_antliongrub - antlion larvae (Episode 1)
* npc_antlion_grub - the Orange Box version of the grub
* npc_antlion_template_maker - a specialized spawner for dealing with antlions
* weapon_bugbait - a weapon the player can use to control antlions
* prop_thumper - the Combine mechanism that thumps the ground to ward off antlions
* point_bugbait - an entity that detects when the player has used the Bugbait
* point_antlion_repellant - an entity that prevents antlions from jumping into its radius
== npc_template_maker ==
If you want to create an antlion that spawns by unburrowing, a simple npc_maker will not suffice because it does not have all the options of the npc_antlion (start burrowed, alert radius, path corners, squad names and hint groups). Therefore we must use npc_antlion_template_maker.
To make an antlion that unburrows on spawn, check the Start Burrowed flag on the antlion, and configure the npc_antlion_template_maker normally. The maker will automatically cause the antlion to unburrow.
As soon as the burrowed antlion spawns it will unburrow, instead of appearing from nowhere.
==See also==
* Antlions: Random Spawn
* Half-Life 2 Level Creation
Category:Hubs
Mapping with Zombies

== Mapping with zombies ==
To start off, Zombies should:
*Not appear in a place that the player can directly see.
*Be at a disadvantage, (Height, Flames, Small numbers, etc.)
*Be very maneuverable.
== The Art of Spawning ==
The player should never be able to directly see where the zombie popping into existence. Another good idea is to use something eye-catching to make the player look the wrong way.
Zombies can be used best unexpectedly by the player, but always give a hint, a blood decal, or the odd moan, coming from around a corner, played from an ambient_generic.
Alternatively, you can use the npc_zombie_prone, or npc_zombie_slump prefabs 
== Lighting ==
Lighting can always be used to tell the player that something's wrong. But you should always give the player a rest. Safe areas are normally well-lit with bright yellow lights. Whereas gloomy areas which contain zombies should use blue or even no light. For more information on lighting, go see Intermediate Lighting.
== Disadvantages ==
When confronted with a horde of zombies, the player needs an edge, be it height or an area blocked off by fire. Sometimes the best disadvantage can even be in the form of a door, or drainpipe. Creating choke points that feed zombies to the player one at a time, making it a lot more manageable. Other options include giving the players physics props such as sawblades to throw at the zombies or other props such as the flares from Half-Life 2: Episode 1.
== Maneuverability ==
Zombies are always at their worst when they can leap around. It adds to the experience if you come up against zombies crawling across drainpipes, and leaping from one building to another.
Think about Left 4 Dead. The hunter is always pouncing from high rooftops towards his prey.
Just remember, you don't want too many fast zombies pouncing on the player, it's easy to get overwhelmed!
Category:Level Design
Mapvetopick controller

Category:English Category:Level Design
 Added with the .
== Entity Description ==
Map veto controller.
== Keyvalues ==
== Outputs ==
; OnMapVetoed
:Triggered when a map is vetoed (multiple times at once)
; OnMapPicked
:Triggered when a map is picked to be played (usually one)
; OnSidesPicked
:Triggered when sides are decided (0 = stay, 1 = switch)
; OnNewPhaseStarted
:Triggered when new veto pick phase starts ( n = phase )
; OnLevelTransition
:Triggered when level transition begins ( n = phase )
Mario Kart Source

== Overview ==
Mario Kart Source aims to bring the fun and excitement of the Mario Kart series to the PC though the powerful Source engine used in Half-Life 2. We hope to create the ultimate version of Mario Kart (MK) by combining all of the best aspects into one game. We're not simply recreating one version of MK, but using the best parts of each. We want to have all the traditional weapons, characters, and maps but also bring out new weapons that make game-play interesting. We're redesigning the maps so that they keep their appeal, but truly utilize the power of the source engine. We plan to have at least 16 different characters, all the ones you know and love as well as some others from the Super Mario World.
== Features ==
* one of the best Mario Kart ever (because it's possible to update the game, create his own character, his own level, his own server...)
* a lot of character
* originals maps
* new maps, new weapons, new characters
== Team ==
* Project manager: SiLeNt-JoKeR
* Programmers: One Eyed, Ramu
* Graphics Artists: Wind Helleven
* 3D Modelers: Sh4rk, General Guy
* Level designers: KillerMapper, General Guy, Dragon, Shadow-Will
* Model animator: TheslaminJ
* Sound FX Technicians: Joeymofo, Milky Death Grind
* Music Technicians: Nova
== External links ==
* Mario Kart Source - the official website.
* Forums
* 
* Open positions - we recruit
Category:Help Wanted
Category:Multiplayer Mods
Master Sword

== Introduction ==
Master Sword (now called Master Sword: Continued because it was redone by a new development team) is a third party RPG mod currently released for Half Life 1, and is under development for the Source engine known as Master Sword: Source. The game is a total conversion, and has new features such as character saving and development, weapon classes such as axes, swords, bows, and small arms, a magic system, and more. We are looking for new developers, especially a new coder. More information about the mod can be found at our website: www.msremake.com.
== Developers ==
*Kuroneko—Leader, scripter
*dRkILL—Co-leader, mapper
*Daniel "Ewok" Carvalho—Mapper
*Gaz—Mapper, modeler
*Lanethan—Story writer, composer
*Con Artist—Animator
*FUCHEN—Modeler
== Help wanted ==
We are accepting applicants for all areas of development (we especially need a coder).
== Background and story ==
===Daragoth===
This continent is the central focus of the game. Currently the gameworld focuses on the southeastern and mideastern portion of the continent, areas populated mostly by humans: the mountainous region surrounding the frontier towns of Edana and Helena, the wild and untamed Thornlands and surrounding mountains, swamps and forests, the plains of middle Deralia and the human capital city of Deralia ("The Jewel of the Human World"). Human civilization is mostly centered in these eastern areas, while the Dwarves, a short and hardy people, inhabit the mountainous region of the southwest. The Elves, tall and slender folk, inhabit the central forest of Eswen Sylen, the forest of Giants (referring to the size of the trees). Other geographic areas of note include the northwestern 'Reach,' a land that used to house the great empire of humankind before its destruction in the Great War (see history section), and the northeastern wintry area known as the Bleak.
=== History ===
For a complete history, please read Lanethan's novella, which can be found here.
=== Plot ===
The evil dark lord, Lor Malgoriand, is assembling a new dark army of undead and disrupting the balance between good and evil. Animals have become violent, orcs have been attacking towns more frequently and in larger numbers, and undead being roam the land. Are you prepared to become a hero and vanquish Lor Malgoriand?
== Links ==
*Official Website
*Official Forums
*Official Wiki
*
Category:Help Wanted
Mat dxlevel

changes the DirectX (feature level) mode used within a Source game. The player is only able to use modes that their hardware supports. The format is
For DirectX 9 the value depends on the hardware's capability:
This can also be specified with Launch Options, use +mat_dxlevel [DirectX version] on the launch options of any Source game to do so. Alternatively, you can use -dxlevel [DirectX version], however this specifies a number of extra presets, including but not limited to:
* Resolution
* Windowed/Fullscreen status
* MSAA sample count ()
* Motion blur (mat_motion_blur_*)
* Shadow depth textures
* Gamma (mat_monitorgamma)
== See also ==
*DirectX Versions
*cpu_level / gpu_level - Successor to .
Mat hdr enabled

This command is used to enable or disable HDR lighting prior to . This command exists, but is not usable in the onward (except in , despite no Portal 2 maps being compiled with LDR lighting).
If set to 0, disable HDR completely. 
If set to 1, LDR (SDR) with Bloom is enabled.
If set to 2, HDR is enabled.
== See also ==
*Advanced HDR
Category:HDR
Mat leafvis

It is a console variable that (when active) displays visleaves. The number of the leaf, area and cluster of the current leaf is reported in the console.
;mat_leafvis 0:Off
;mat_leafvis 1:Draw the visleaf the player is currently standing in as a red wireframe.
;mat_leafvis 2:Draw the current viscluster the player is currently standing in as a red wireframe.
;mat_leafvis 3:Draw all visible leaves. Note that this is unaffected by r_lockpvs.
This variable is a cheat.
== See also ==
* Optimization (level design)
* Visibility optimization
* mat_wireframe
Mat picmip

Specifies only one level of mipmapping to be displayed.
== States ==
Has a range of -10 (depending on some games) to 4. Values higher than 2 require in most games. Values lower than -1 require in most games other than .
; mat_picmip -1 : Sets Very High mipmapping level.
; mat_picmip 0 : Sets High mipmapping level.
; mat_picmip 1 : Sets Medium mipmapping level.
; mat_picmip 2 : Sets Low mipmapping level.
== See also ==
* Console Command List
* 
* 
*
Mat setvideomode

This integer and boolean cvar sets the screen resolution and change the display mode to windowed or fullscreen.
If value is set to "1", switches the game to windowed mode, if set to "0", switches the game to fullscreen.
== Example ==
;
: Runs the game in fullscreen 1920x1080 resolution.
;
: Runs the game in windowed 1920x1080 resolution.
Mat wireframe

A console variable for toggling a wire-frame mode that shows how much of the game world is being rendered.
It has four settings (0-3).
;mat_wireframe 0 : Off. Do not display any wireframes.
;mat_wireframe 1 : Displays all triangles the engine is rendering. The world brush polygons are rendered in pink. 
;mat_wireframe 2 : Shows a simplified view of triangulated world brush polygons in green, using a hidden-line style rendering. Should not be used for visibility optimization since it does not accurately represent the full vis set, but can be useful for a less-cluttered display of nearby geometry in view.
;mat_wireframe 3 : Same as mat_wireframe 1, but does not display triangulation of brush geometry. The world brush polygons are rendered in pink.
No matter what active mode, the non-world objects always use the following wireframe color codes:
* Models - Cyan
* Sprites - Green
* Displacements - Green
* Decals and Overlays - Yellow
This variable is a cheat.
== See also ==
* Optimization (level design)
* Visibility optimization
* Areaportal
Material

==Overview==
A Material is the file that the engine uses to know what to display. A material contains information about what textures to draw, how to draw them, how to treat the textures being drawn, and how it should react. Materials are different from textures, which are the actual images that are being drawn.
Materials are the same concept in both Source and Source 2, however they are defined in different files:
* materials are defined in VMT files.
* materials are defined in VMAT files.
 does not use materials; instead, textures are used directly, and flagged either via name in a WAD or by metadata in an MDL or SPR. Information about a texture's "material" is instead stored in and MAT files.
Category:Glossary
Material Editor

The Material Editor in engines is a software that simplifies the process of creating materials by providing a user-friendly interface.
A list of the Material Editors available on the wiki:
* Source VMT Editor — The original Material Editor created by that runs in the engine.
* — The Material Editor, created by and provided in the Workshop Tools.
* VMT Editor — An unofficial Material Editor for the engine, provided as software independent of the engine.
* — An unofficial Texture and Material Editor for the engine, provided as software independent of the engine.