nyuuzyou/wikis huggingface dataset:
Smartprop Operations

== CSmartPropOperation_TraceToPoint ==
== CSmartPropOperation_TraceToLine ==
== CSmartPropOperation_SetTintColor ==
== CSmartPropOperation_SetVariable ==
== CSmartPropOperation_SaveState ==
== CSmartPropOperation_RestoreState ==
== CSmartPropOperation_SavePosition ==
== CSmartPropOperation_SaveDirection ==
== CSmartPropOperation_SaveScale ==
== CSmartPropOperation_SaveSurfaceNormal ==
== CSmartPropOperation_SaveDirection ==
== CSmartPropOperation_ComputeDotProduct3D ==
== CSmartPropOperation_ComputeCrossProduct3D ==
== CSmartPropOperation_ComputeDistance3D ==
== CSmartPropOperation_ComputeVectorBetweenPoints3D ==
== CSmartPropOperation_ComputeNormalizedVector3D ==
== CSmartPropOperation_ComputeProjectVector3D ==
== CSmartPropOperation_CreateLocator ==
== CSmartPropOperation_CreateSizer ==
; m_flInitialMinX
;m_flInitialMaxX
;m_flConstraintMinX
;m_flConstraintMaxX
;m_OutputVariableMinX
;m_OutputVariableMaxX
;m_flInitialMinY
;m_flInitialMaxY
;m_flConstraintMinY
;m_flConstraintMaxY
;m_OutputVariableMinY
;m_OutputVariableMaxY
;m_flInitialMinZ
;m_flInitialMaxZ
;m_flConstraintMinZ
;m_flConstraintMaxZ
;m_OutputVariableMinZ
;m_OutputVariableMaxZ
== CSmartPropOperation_CreateRotator ==
; m_vRotationAxis
: Axis around which the rotation will occur
; m_CoordinateSpace 
: Coordinate space the axis of rotation is specified in.
; m_flDisplayRadius
: اRadius at which the rotator handle should be displayed.
; m_bApplyToCurrentTrasnform
: Should the rotation be applied to the current transform.
; m_bEnforceLimits
: If enabled, the minimum and maximum rotation angles will be used to limit the range of the rotation. 
; m_OutputVariable
: Specifies a float variable to which the rotation value should be output. The variable only receives the rotation around the axis, the axis of rotation does not affect this output.
== CSmartPropOperation_ResetRotation ==
== CSmartPropOperation_SetOrientation ==
== CSmartPropOperation_SetPosition ==
== CSmartPropOperation_ResetScale ==
== CSmartPropOperation_Rotate ==
; m_vRotation
: Rotation to apply to the current transform
== CSmartPropOperation_Translate ==
; m_vPosition
: Translation to apply to the current transform
== CSmartPropOperation_RotateTowards ==
== CSmartPropOperation_Scale ==
Apply a scale to the current transform.
; m_flScale
: Scale to apply to the current transform
== CSmartPropOperation_RandomOffset ==
Apply a random position offset to the current transform.
; m_vRandomPositionMin
: Minimum random position offset
; m_vRandomPositionMax
: Maximum random position offset
== CSmartPropOperation_RandomRotation ==
Apply a random rotation to the current transform.
; m_vRandomRotationMin
: Minimum rotation range
; m_vRandomRotationMax
: Maximum rotation range
== CSmartPropOperation_RandomScale ==
Apply a random scale to the current transform.
; m_flRandomScaleMin
: Minimum scale range
; m_flRandomScaleMax
: Maximum scale range
== CSmartPropOperation_Trace ==
== CSmartPropOperation_TraceInDirection ==
Smartprop Selection Criteria

== CSmartPropSelectionCriteria_LinearLength ==
Specifies the length of this element, used when fitting an element on to a line.
; m_flLength
: Specifies the length of the line that will be taken up if this element is selected.
; m_bAllowScale
: Can this object be scaled. If enabled the minimum and maximum lengths must be set to specify the size range of allowable scale.
; m_flMinLength
: Minimum allowable length for the object. Must be <= length. If length is 100 and minimum length is 20, then the object may be assigned a scale in the rage [ 0.2, 1.0 ]
; m_flMaxLength
: Maximum allowable length for the object. Must be >= length. If length is 100 and maximum length is 160, then the object may be assigned a scale in the rage [ 1.0, 1.6 ]
== CSmartPropSelectionCriteria_EndCap ==
Specifies that this is a special part that should be used at the start or end of the line.
; m_bStart
: Is this an element which should be placed at the start of the line.
; m_bEnd
: Is this an element which should be placed at the end of the line.
== CSmartPropSelectionCriteria_ChoiceWeight ==
Specifies a weighting value which affects that likelyhood of selecting this element which picking a choice.
; m_flWeight
: Selection weight
== CSmartPropSelectionCriteria_IsValid ==
Specifies if this element is currently valid choice.
== CSmartPropSelectionCriteria_PathPosition ==
Specifies the set of positions that are valid for path placement.
; m_PlaceAtPositions
: Specifies the method to use to determine which positions this element should be placed at along the path.
; m_nPlaceEveryNthPosition
: Specifies the spacing between positions. For example, a value of 1 will place the element at every position, 2 every other position, 3 every third position.
; m_nNthPositionIndexOffset
: Specifies an offset to use when determining the Nth position to place an element at. For example if placing at every third position with an offset of 0, an element will appear at positions 1, 4, 7, and so on. But if an offset of 2 is set instead of 0, then an element will appear at positions 3, 6, and 9 and so on.
; m_bAllowAtStart
: Should this element be placed at the first positions on the path
; m_bAllowAtEnd
: Should this element be placed at the last positions on the path
Smartprop Variables

== CSmartPropVariable_CoordinateSpace ==
== CSmartPropVariable_Direction ==
== CSmartPropVariable_DistributionMode ==
== CSmartPropVariable_RadiusPlacementMode ==
== CSmartPropVariable_ChoiceSelectionMode ==
== CSmartPropVariable_String ==
== CSmartPropVariable_Bool ==
== CSmartPropVariable_Int ==
== CSmartPropVariable_Float ==
== CSmartPropVariable_Vector2D ==
== CSmartPropVariable_Vector3D ==
== CSmartPropVariable_Vector4D ==
== CSmartPropVariable_Color ==
== CSmartPropVariable_Angles ==
== CSmartPropVariable_MaterialGroup ==
== CSmartPropVariable_Model ==
== CSmartPropVariable_ApplyColorMode ==
== CSmartPropVariable_TraceNoHit ==
== CSmartPropVariable_ScaleMode ==
== CSmartPropVariable_PickMode ==
== CSmartPropVariable_GridPlacementMode ==
== CSmartPropVariable_GridOriginMode ==
== CSmartPropVariable_PathPositions ==
Smoker

By default the AI director tries to spawn him in above survivors (SPAWN_ABOVE_SURVIVORS spawn set). Smoker spawns with his melee ability and which controls his special ability.
==ConVars==
z_gas_health : 250 : , "sv", "cheat" : Gas Zombie max health
z_gas_speed : 210 : , "cheat", "rep", "cl" : 
Smoker_escape_range : 750 : , "sv", "cheat" : 
smoker_pz_claw_dmg : 4 : , "cheat", "rep", "cl" : Amount of damage done by a PZ smoker's regular melee attack
smoker_tongue_delay : 1.5 : , "sv", "cheat" : 
==Actions==
* SmokerAssault
* SmokerAttack
* SmokerBehavior
* SmokerMoveToAttackPosition
* SmokerRetreatToCover
* SmokerTongueVictim
==See also==
* NextBot
* 
* 
* 
* 
* 
* 
* 
*
Smoothing groups

Vertex Smoothing simply uses Vertex normals (vectors) as if they were Surface normals to generate a kind of pseudo-subdivision surface for the Lighting shader to work with. This is also known as , not to be confused phong reflections.
When a number of adjacent surfaces are assigned to the same Smoothing group, the Rendering Engine will "soften" the light and shadow across each vertex or edge shared by the group. This makes the geometry seem smoother when viewed from most angles. It does not soften the profile or silhouette of the object.
==Guidelines==
* Brush geometry must be manually assigned to a Smoothing Group in Hammer. Model geometry smoothing data is configured in the model editor before SMD export.
==Auto Smoothing==
* In at least some games, VRAD will auto smooth angles (between faces without smoothing groups) which are less than or equal to the parameter (default 45).
==See also==
* Smoothing Groups in Hammer
* Smoothing Groups in XSI
Category:ModelingCategory:Level Design
Snd event alignedbox

The snd_event_alignedbox plays a sound event from a point, passes along the min and max positions of its AABB. The point can be this entity or a specified entity's position.
==Entity description==
The snd_event_alignedbox is similar to a snd_event_point with the distinction of being able to use the bounds of its volume to modify variables tied to each sound event. How it interacts with the aabb system is yet to be determined though the snd_opvar_set_aabb is the most likely means of doing so. It functions identically to snd_event_point without the use of the system.
Investigate: The snd_opvar_set_aabb has many parameters relating to volumetric occlusion
== Properties ==
== Outputs ==
== Inputs ==
==See also==
*List of Half-Life: Alyx Entities
*Adding Sounds into Half-Life: Alyx
Category:EntitiesCategory:Half-Life:_Alyx_Entities
Snd event param

It is used to set a public parameter of a playing soundevent.
==Entity description==
The snd_event_param seems to be an entity devoted to changing the basic variables of an active snd_event_point or snd_event_alignedbox using the IO System.
 
A short list of variables used for many events are as follows.
*volume
*pitch
*delay
*use_hrtf
*volume_falloff_min 
*volume_falloff_max
*fade_in
*fade_out
See Adding Sound for a full list.
== Properties ==
== Outputs ==
== Inputs ==
 
 
==See also==
*List of Half-Life: Alyx Entities
*Adding Sounds into Half-Life: Alyx
Category:EntitiesCategory:Half-Life:_Alyx_Entities
Snd event point

The snd_event_point plays a sound event from a point. The point can be this entity or a specified entity's position.
==Entity description==
The snd_event_point is used to trigger sound events from various locations. It can be considered a functional alternative to ambient_generic for many uses, as it shares many of the same parameters.
== Properties ==
== Outputs ==
== Inputs ==
==See also==
*List of Half-Life: Alyx Entities
*Adding Sounds into Half-Life: Alyx
Category:EntitiesCategory:Half-Life:_Alyx_Entities
Snd surround speakers

Found in each game's options menu under 'Audio', it controls the speaker configuration type to be used for audio outputting. It has four settings, them being:
Value	Description
0 	Headphones
2 	2 Speakers (Stereo)
4 	4 Speakers (Quadraphonic)
5 	5.1 Surround
7 	7.1 Surround
== See also ==
* point_surroundtest
Category: Sound System
SnowBall: Source

Snowball: Source is a Half-Life 2: Deathmatch mod with a theme.
__TOC__
== Features ==
* Regenerating Health (we're just throwing snowballs at each other).
* Snowball fights using the the Source engine's physics.
* Using vacuum cleaner to build giant, exploding snowballs.
* Rock, paper, scissors weapon balance system between snowballs, vacuum cleaners, and marbles.
* Classic rocket-jumping style player physics and gameplay.
== Game Modes ==
* Free for All
* Team Snowball
* Capture the Flag
* King of the Hill
== Media ==
Some pictures demonstrating the prototype maps of (an old and outdated) Snowball: Source
== Team ==
* Team members
** FittyYen - Mod Designer
** AgeNt - Modeling, Mapping, Texture Artist
** z33ky - Programmer
*Former members
** Jallen - Programmer
** Vashbrowns - Programmer
** Hectate - Mapper, Texture Artist
** Grash - Programming, Mapping
== Help wanted ==
Are you a flake? Then join the team that's full of them!
Please apply by leaving a message on the Talk Page or on our forums (listed below), for most positions previous modding experience is preferred.
== External links ==
* - the ModDB website.
* Snowball: Source forums
* Snowball: Source's Developer Blog
Category:Help Wanted
Category:Multiplayer Mods
Socialist Tension

Socialist Tension is a short and aged Half-Life 2 mod, created by an Estonian-English developer nicknamed M0rt@nius and released in 2006. The mod stars an unnamed protagonist (who is later heard being called by Barney Calhoun as 'Doc', but is never actually revealed to be Gordon Freeman, so their identity is not entirely known,) as their main objective later on reveals to be to assassinate Dr. Breen. Upon covertly finding a place to assassinate Dr. Breen from and completing the job, the player has to escape the building by going to the basement and finding a secret path which can be found by exploding the barrels near a zombie there. Once the player traverses further down the path, they find themselves in an open sea, where they have to swim out to the surface and find a ship. When the ship is found, it will contain an RPG, rocket stash box, some health kits and batteries. The RPG is then used to destroy the combine helicopter and then the gunship. Upon completing this task, the player is met with a status screen no matter of their position, which darkens the player's view and shows the status of the mission, independent of where the player may be (be it in the water or on the ship.) This marks the end of the mod, because nothing comes after that even after a long time spent looking at the status screen.
=VALVe Developer Community and Socialist Tension=
The ModDB link to the Socialist Tension mod has been blacklisted from being added to the page. The reason for why it has been blacklisted is unknown, but the mod can still be found on ModDB, with both Source SDK 2013 fix and Source SDK 2006 patched version.
=External Links=
Archive of Developer's former website (In there, the Socialist Tension ModDB mod link is further in the list and at 'Link 2'.)
Softimage Mod Tool

:See :Category:XSI for tutorials.
Download mirrors
This tool is completely outdated since 2016. Everything below is legacy information.
The (formerly XSI Mod Tool) was a completely free version of the professional Autodesk Softimage modeling package. It had most of the features of the professional versions (certainly everything you'll need for modding) and allows you to export your work to Source without restriction. With the release of Softimage 2014, it was discontinued.
The ValveSource Add-On offers:
* SMD export and import
* VMF export and import
* Weightmap export and import
* Various skeleton tools and sample rigs
== Version 6.01 limitations ==
XSI Mod Tool 6.01 supports most of the features and functionality of the commercial version of Softimage XSI 6. The following restrictions apply: 
* Only DXFX and CGFX material types are supported; mental ray materials are not supported.
* Supports polygonal mesh primitives only.
* Exported geometry is limited to 64000 triangles.
* Mental ray renderer is used only for Rendermap and Ultimapper; all other mental ray rendering is disabled.
* Maximum resolution for Ultimapper maps is 512x512.
* Images output using the hardware renderer are limited to a maximum resolution of 512x512.
== Migrating to Softimage ==
* 3DS Max to XSI Transition Tips
== External links ==
* Autodesk Softimage - Official site
* Softimage Wiki - Official wiki
* ModTool AREA::Discussions - Autodesk community forum
* Download mirrors:
** Mod Tool 7.5
*** ModDB
** Mod Tool 6
*** FilePlanet
** ValveSource AddOn
*** Autodesk (direct link)
== See also ==
* XSI tutorials
category:Third Party Tools
category:XSI
Software renderer

A software renderer, such as those available in and , uses the CPU to render 3D geometry, instead of a GPU. A 3D application using a software renderer can be considered to be running in software mode.
Software renderers often have limitations, and with the usage of CPU instead of GPU for rendering usually causes performance hit (especially for hardware at the time), thus, software renderers are largely deprecated in most games since the early 2000s (and the engine requires DirectX (or OpenGL, Vulkan) compatible graphics card in order to play the game.
The GPU is still used for processing the 2D image generated from the software renderer, but no 3D hardware is used.
== Software Renderer==
====Features====
== Software Renderer==
====Features====
* 16-bit rendering for up to 65536 colors on screen at a time - Quake used an 8-bit renderer, which was limited to 256 colors
* Colored lighting - Quake simply had monotone lighting
* Transparent textures - Glass can now be used in maps
* Water ripples
====Since 25th Anniversary====
Software renderer support on 
====Missing Features and Limits and Problems====
* Lack of texture filtering
* 256x256 texture size limit
* No anti-aliasing support
* No Dynamic Shadows support
* Lower limits for drawing geometry
* No Water waves
* No Detailed textures 
* Overdraw from brush entities and is more problematic
* Mid-poly or high-poly models will disappear. 
* Overbright lighting on MDLs (instead of only map geometry)
==See also==
* Direct3D
* OpenGL
* Vulkan
==External links==
* 
* on Wikipedia
*Quake fandom wiki
Category:Glossary
Category:Graphics API
Some Info for Mod Starters

== Modding? ==
So, you are here because you want to make a mod, and i am here because i want to help you with starting up.
I know there are full tutorials about modding and you should check them too, but i think you should read this first a bit...
It has info you might need in all the modding process.
== Ideas go first! ==
First of all, the MOD idea is the first... Take some time to think of it, and make sure it is possible and original.
Second, if you are sure of the idea, talk to your friends about it and if they agree, they might give you suggestions. If everything goes O.K. make a steam group with your MOD's name, story or anything you think creatively.
== Gathering a Team ==
Then start gathering a proffesional team... Dont just gather anyone close to you and give them links to learn mapping or anything. Make sure your team already knows what they are skilled in. Make a list of "jobs" and when your team is gathered make a event where you will all gather and talk. Give mapper a task what map you need, a modeler what model you need, and you should watch the progress and search Valve D. Community for advices... It really has many stuff of how to make a mod.
== Mod growing... ==
Your mod should be growing every day a bit and when you finish make sure to put everyone that did ANYTHING with the mod on the credits list. Then you should be talking about the mod to everyone, give them links, and they will eventually start talking to others about it! You will be proud of yourself and your team, because of all the hard work you all did.
That, would be all... Starters i wish you good luck and hope you will be able finish your mod as i am trying to too!
Category:Modding
Someplace Else

Single-player Half-Life, with no crates, no soldiers, no air ducts, and a Xen setting. Aren't you just dying to play it?
A stand-alone map with a story? Pay attention - things are more complex than they might first appear. Intrigue, subterfuge, and mystery predominate. An ancient machine tainted with human technology, guarded by a vicious pack of Nihilanthi aliens. There are few answers, but many questions. Will they ever be resolved?
With a plot which links in to MINERVA for Half-Life 2, Someplace Else is possibly one of the stranger single-player Half-Life maps around. Now updated for Steam, with a new splash-screen, detail textures and an icon, you'll never look at Xen in quite the same way again...
==Download==
* Download Someplace Else - new, updated Steam-compatible version. Full installation instructions are included in the ZIP file.
==See also==
* Someplace Else site, with download and links to reviews.
* Ten Four Maps review, giving it their prestigious Gold Award.
* Half-Life High Definition Content - a recommended download for those using modern machines.
Category:Single Player Mods
Sonata In Silence

File:SIS600.png‎
== The game ==
This is a very special game never seen before, we call it "MMOCRPG" (Multi-Massive Online Cinematic Role Playing Game), this means:
* Multi-Massive: So many people can play at same time and chat.
* Online: Every client connect to a server database, they can save theirs stats online.
* Cinematic: This is a movie! not a normal game, each player is an actor in the movie.
* Role Playing: Each player can choose their own role in the movie, you can be the main character or a third character
* Game: This is a game too!
== The Story ==
The human time has finished, the sun is stronger and the world is underwater, the plants and animals are evolved and are the owners of the new world, the machines builded by humans are building an empire, and the planet is being invaded for aliens.
But there are few humans who have survived and built small forts on the Himalayas, the world is not theirs anymore, but they don't want die, they want live safe!
== Our Team ==
* Maka: The programmer, she is working in the game system and server.
* Steve: The designer, he is working in the 2D Arts and general systems.
* Mason: The composer, he is working in the ambiental music.
== What we need? ==
* A C++ programmer.
* A 3d Model designer
Contact me: 666maka@gmail.com
category:help wanted
SoundEvent Editor

SoundEvent Editor Is a part of Hammer 5 Tools software.
== Interface ==
=== Hierarchy ===
=== Explorer ===
=== Properties Window ===
== Properties ==
=== Volume ===
=== Delay ===
=== Pitch ===
=== Volume Random Min ===
=== Volume Random Max ===
=== Pitch Random Min ===
=== Pitch Random Max ===
=== Randomize Position Min Radius ===
=== Randomize Position Max Radius ===
=== Retrigger Interval Min ===
=== Retrigger Interval Max ===
=== Occlusion Intensity ===
=== Distance Effect Mix ===
=== Reverb Wet ===
=== Sound Files track ===
=== Position ===
This parameter defines the position of a sound event.
The `Position` property can receive an unlimited range of input values for input. 
In the editor, you can paste position data from the clipboard using two supported formats:
* getpos formatting.
* Hammer 5 (Map Editor) format.
=== Enable Child Events ===
=== Enable Retrigger ===
=== Restrict Source Reverb ===
=== Randomize Position Hemisphere ===
=== Use Distance Unfiltered Stereo Mapping Curve ===
=== Use Distance Volume Mapping Curve ===
=== Use Time Volume Mapping Curve ===
=== Override Dsp Preset ===
=== Set Child Position ===
=== Position Relative To Player ===
=== Use World Position ===
Sound Download Sites

The websites on this page provide free sounds/music.
== CC0 licensed (Public Domain) ==
* OpenGameArt CC0 Sound Lib
* OpenGameArt CC0 Music Lib
* zapsplat.com cc0 sounds library
== Various licenses ==
* LAVS
* Freesound Project
* Machinae Supremacy
* SoundBoard
* Freesound - Large library of various sound effects.
* Get-Sounds.com
* Soundbible - big library of sound effects under various licenses (including CC0 and Personal Use Only)
* OpenGameArt - library of free models, textures, music, sound effects etc...
* Wikimedia Commons - large library of various images and sounds under various licenses.
* Zapsplat.com
== See also==
* Prop Download Sites
* Material Download Sites
* Sound and Music
Category:Sound System
Category:Level Design
Category:External Sites
Sound In Code

== Emit sound from entity ==
Use EmitSound to emit a sound from a base entity:
EmitSound( "soundscript.file" );
The sound will follow whichever entity it is assigned to, based on the entity index provided to EmitSound. If an entity index is provided, the position overload argument will not affect the position of the sound; to override this behaviour and have the sound play at the desired point in space, pass in -1 as the entity index:
EmitSound( filter, -1, "Weapon_ProxyBomb.LeadIn", &soundPosition );
See the CSoundEmitterSystem class in SoundEmitterSystem.cpp for overloads and implementation details.
== Play sounds anywhere ==
To play a sound on the client and without spatialisation (i.e. as an "ambient" sound), use the following code:
enginesound->EmitAmbientSound( "link/to/soundfile", 1.0f );
You may need to include #include "engine/ienginesound.h" in order to get access to the interface.
== Play sounds via VGUI interface ==
#include "vgui/ISurface.h"
#include "vgui_controls/Controls.h"
using namespace vgui;
surface()->PlaySound( "common/talk.wav" ); // Starts from the 'sound' folder
== Inserts sounds ==
#include "soundent.h"
CSoundEnt::InsertSound( SOUND_COMBAT, GetAbsOrigin(), SOUNDENT_VOLUME_PISTOL, 0.2, GetOwner() );
InsertSound(TYPE OF SOUND, Origin of noise, Volume Level, Duration, owner)
Type of Sound is used to control how sounds are heard in the world. ex: SOUND_COMBAT allows AI/NPCs to react to sounds.
* 
* 
== See Also ==
*Sound and Music
*Single-Player Mapping Tips
*Adding More Detail to a map
Category:Sound System
Category:Special Effects
Category:Programming
Category:AI