nyuuzyou/wikis huggingface dataset:
WiseVol

VOLUMETRIC LIGHT: A 3D light source whose geometry can be changed and that simulates the behavior of natural light in an atmosphere, like a SPOTLIGHT.
UPDATE: The example file for this project now contains two additional vmf files, one for CS:S and one for HL2/HL2DM. The additional files are examples of brush-based volumetric light. In each I've created a barn with 4 open windows and ambient light. For each I've used the Clipping tool to create the brush shape that I wanted for the effect. Then I converted the brushes to . (Press with the brush selected)
The properties for each are:
*Render FX: Normal
*Render Mode: Normal
*FX Amount: 150
*FX Color: 255 255 255
*Disable Receiving Shadows: Yes
*Disable shadows: Yes
The textures I used for the brushes are:
models\effects\vol_light001, For HL2/HL2DM
effects\trainsky, For CS:S
For these examples there is a sample file at the bottom of this page.
In the main sample file I’ve created three types of volumetric light that you can use in your Source maps. I’ve also created one window that has no light at all, just a skybox.
The large windows in this example are modeled after my favorite volumetric light in HL2, the part where the metrocop tells you to put the trash in the can. On a good system the environment in that part of HL2 is just awesome. (Porter's note: Since 2007, this lighting has not rendered correctly for most video cards, but it does indeed exist.)
One of the windows uses the method that Valve used a lot in HL2, there is no light at all but a large space is created with a “light” texture inside that gives the appearance of both volume and light plus you will see that it casts a beam/shadows of its own.
The final volumetric Light in this example is the one I’ve placed in a few of my other tutorials. The spot light is more than it appears to be. Notice that there are multiple light sources for this and while the dust motes use the volume I’ve created for them the one specifically casts light onto that volume.
The large windows actually use a model to create the very best volumetric light in HL2:
*World Model: models/Effects/vol_light.mdl
*Collisions: Not Solid
*Start Fade Dist: 0
*End Fade Dist: 0
*Fade Scale: 1
I’ve used only one for this entire example:
*Brightness: 237 218 143 800
*Ambient: 190 201 220 200
The spot light makes use of 5 direct lights in this example, there are no other lights. The windows each show a method of creating lighting, shadows and volume. Here's a shot of the brush based volumetric light, included in the download for this tutorial:
==See also==
* Example VMFs backup
WiseWaterGlass

Since you’re reading this you have probably created water behind glass only to find that nothing shows from the side views, other than the glass itself. What you need to do is create an illusion, something cloudy or moving.
If you hold up a glass of water and look at it from the side what do you see? Take the same glass and fill it from a river, probably cloudy.
To create this illusion I’ve experimented with many methods available to us. The one that seems to work the best is shown below.
All three brushes are the same size, but they don’t have to be. The env_embers volume only needs to be large enough for the player's view.
trigger_waterydeath isn't available in most Source games, only the Half-Life 2 branch. When the player steps into the water they’ll see, feel and hear, water leeches.
The main brush is for the water itself, but instead of a normal water brush I’ve used func_water_analog for this, textured on all sides with tools/toolsnodraw and the top surface textured with nature/water_movingplane. This moving water entity works great for tanks and renders cheaply. You don’t have to set any properties, since in your tank it’s the appearance that’s needed, not the potential it has for movement.
The only property you need to set for the trigger_waterydeath brush is to check the flag Clients. This brush is entirely textured with the tools/trigger material.
These are the properties I used for the env_embers, but you should experiment.
Density (particles per second) can look nice if set higher and lower.
Adjust the Pitch Yaw Roll (Y Z X) to change the flow of the particles.
One property that can often look better when the tank can only be seen from the front is Particle Lifetime (seconds). On this I’ve set that value to 1.0 but it’s often best at 4.0, however allowing the particles to live for 4 seconds can make the embers flow right out of this tank.
*Ember type: Smooth Fade
*Density (particles per second): 38
*Particle Lifetime (seconds): 1.0
*Particle Speed (units per second): 18
*Ember Color (R G B): 201 201 201
*Flags: Start On
==See also==
*Example VMF
*Example VMF backup
Category:Level Design
WiseWaters

==Seven important tips before we begin==
#See the Adding Water page.
#If you’re creating water in any of the Source engine Multiplayer games do so sparingly. Keep track of in-game performance with the console command +showbudget.
#Your water will work great within displacements, like the canals of Half-Life 2, but be aware that you must seal behind the displacements with normal world brushes.
#One is required, it can be placed anywhere in the map, and does not even need to be near the water. 
##If you forget to add this, the compiler will add one for you.
#One is required for each volume of water and it’s best to assign the face in the entity’s properties. When placing these just click on the water surface in the 3D viewport and it will be placed at the correct distance from the water.
#Make sure [[Hammer Map Menu#Snap to Grid <Shift+W>|Snap to Grid]] is ON and reduce the size of your grid if it helps to place your water. 
##This isn’t as important when water is placed within displacements as it should overlap the displacement, but when water is within normal brushes you don't want it to overlap. You may have to use more than one brush for your water if it needs to fill an odd shape.
#If you want water that moves, use .
==Creating the water==
#Using the Hammer texture browser, select the nodraw texture (tools/toolsnodraw).
#With the Block Tool (Shift+B) create the brush that will become your water. You will now have a brush entirely textured with nodraw.
#Use the Toggle texture application tool (Shift+A), also known as the Face Edit Dialog), to browse for water textures. Use the filter word water.
#Double-click on any image to select that texture, which will return you to the Face Edit dialog.
#Right-click on the surface of the water to apply this texture.
#With the Entity Tool (Shift+E) place an env_cubemap in the center above the water.
#Double-click on the env_cubemap or press Alt + Enter to bring up the properties. Choose Brush Faces then use the Pick... button and click on the water surface.
#Your water is now complete. (Don’t forget to add that one water_lod_control.)
==See also==
*Example VMF showing many water textures. Note that due to how visibility and the water shader interact, some water textures will not render correctly when the player is not in the intended spot. Also, the 3D view in Hammer may appear glitchy, due to some textures being partially broken.
*Example VMF backup
WiseWind

==Wind Effects==
This project illustrates two methods for creating the illusion of environmental wind in your maps.
The two methods used in this project are:
# - an entity to control wind in the map.
# - a trigger volume that pushes physics objects that touch it.
I’ve also used a for the trigger_wind, for effect.
 is only used once in HL2. In as you come out of the tunnel and can see the Citadel. The wires you see swaying in front of you at the end of that tunnel are randomly pushed by a .
 is used in the beginning of HL2, in as you step off the Train and see some trash blowing across the cement. It’s also used in for the large fan you have to sneak past in the air vents.
In this project the is used to blow a dust cloud. 
The is used to randomly sway the power lines.
Both of these methods have advantages.
* is a brush based volume so you have more control over the area it effects. It can also be enabled and disabled as needed.
* is easy to place in your map and it can be directed but you can’t turn it on and off unless you kill the entity.
The power lines in this project are created with and entities.
I’ve used a to control the trigger_wind, and an .
The is set to use random time.
These are the properties I used for each entity in this project.
===Swaying Wires===
Class: 
* Start disabled: No
* Use Random time: Yes
* Min Random Interval: 6
* Max Random Interval: 12
* Outputs: (see image)
:
Class: 
* Pitch Yaw Roll: Use the Point At tool for this.
* Min normal speed: 30
* Max normal speed: 80
* Min gust speed: 100
* Max gust speed: 150
* Min gust delay: 10
* Max gust delay: 20
* Max gust dir change: 30
Classes: and :
* Speed: 64
* Slack: 140
* Type: Rope
* Subdivision: 3
* Barbed: No
* Width: 3
* Texture scale: 1
* Collide with world: No
* Start dangling: No
* Breakable: No
* Rope material: cable/cable.vmt
* Position Interpolator: 2
===A Dust Cloud===
Class: 
* Name: windtrigger01
* Start disabled: Yes
* Pitch Yaw Roll: Use the Point At tool for this.
* Speed: 120
* Speed Noise: 0
* Direction Noise: 20
* Hold Time: 0
* Hold Noise: 0
* Flags: 
:* Everything, Checked
Class: 
* Name: DustCloud1
* Start disabled: Yes
* Particle color: 168 141 123
* Particle per second: 30
* Max particle speed: 13
* Min particle lifetime: 3
* Max particle lifetime: 5
* Max visible distance: 750
* Frozen: No
* Alpha: 30
* Min particle size: 5
* Max particle size: 50
===Sound===
Class: 
* Name: WindSound
* Sound Name: ambient/wind/windgust_strong.wav
* Volume: 8
===Setup and Final Result===
In the images below you can see the volume created by the brush based entities and the placement of the env_wind. The black arrow shows the direction of both wind entities. the other image is a shot from HL2 of the combine effect.
image:wiseWind02.jpg|Hammer
image:wiseWind03.jpg|In game
==See also==
*Special effects
*Env_rotorwash
*Example VMF
*Example VMF backup
Category:Level Design
WiseWindmill

==Introduction==
This tutorial is moderately advanced so I’m not going to get into the basic information about using the individual entities. If you have any questions at all please use the contact page or the forums.
==Creation==
The first thing we’re going to do is insert the model for our windmill, a .
*Name: windmill
*Pitch Yaw Roll: Change the middle number for the angle you want, i.e. 0 270 0
*World Model: models\props_citizen_tech\windmill_blade002a.mdl
Once it’s in place our physics entities can be created.
The sound ():
*Name: windmillSound
*Sound Name: coast.windmill
*Volume: 8.5
*SourceEntityName: windmill
The Motor ():
*Name: windmill_motor
*Rotation Speed: -90
*Spin up time: 1
*System Inertia Scale: 3.0
*Attached Object: windmill
The Hinge ():
*Name: windmill_hinge
*Entity 1: windmill
*Play Sound on Break: physics\plastic\plastic_box_break1.wav
The next entity isn’t normally needed but for this example I’m using a for effect. There are two triggers that I 
created for this tutorial, one of which will stop the motor, sound and break the hinge so when that happens I turn on our phys_ballsocket to hold the windmill in place at the most obvious end joint. It will appear to break, the sound will stop and it will drop at one end. The second trigger will reinstate everything and turn off our phys_ballsocket. This works very well and once you play around with it you should be able to come up with some very interesting scenarios.
(For example take the horse statue from HL2 and create a ballerina stand for it, spin the horse and when a force hits it the horse falls over and then ropes can be seen under the horse. The ropes stretch with the horse and give the appearance of puppet strings. Eventually another trigger is used to snap the horse back into place and once in place it will begin to spin again.)
*phys_ballsocket
*Entity 1: windmill
Now place and setup each of these. Use the helpers to create the handles/direction for each. (This part may take some time to get the felling for but it’s really very simple.)
Here are screen shots for the flags I’ve set for each entity and shots of the trigger outputs.
image:wiseWindmill03.jpg
image:wiseWindmill04.jpg
image:wiseWindmill05.jpg
image:wiseWindmill06.jpg
image:wiseWindmill07.jpg
image:wiseWindmill08.jpg
image:wiseWindmill09.jpg
==See also==
*Example VMF
*Example VMF backup
Category:Level Design
Witch

A Witch, controlled by NextBot AI.
==ConVars==
==Actions==
* WitchAngry
* WitchAttack
* WitchBehavior
* WitchBurn
* InfectedDying
:: ⮤WitchDying
* WitchExecAction
* WitchIdle
* WitchKillIncapVictim
* WitchRetreat
* WitchWander
==See also==
* NextBot
* infected
* tank
Wivenhoe

== Introduction ==
Wivenhoe: The fall of Ravenholm is a single-player modification for Half-Life 2, designed by Travis Draper of Brisbane, Australia.
The story is a prelude to the events of Half-Life 2 and explains various events and locations from within the game itself. The player takes part in a coordinated civilian uprising to prevent the shelling of Ravenholm, the last bastion held by the civilians in City 17.
Wivenhoe is a Combine-controlled dam facility upriver from City 17; the environments consist of the spillway, dam wall, indoor facility, and a bridge across the ravine. These environments incorporate stealth, action, and horror gameplay.
== Media ==
Image:WivenWeb_01.jpg
Image:WivenWeb_04.jpg
Image:WivenWeb_06.jpg
Image:WivenWeb_13.jpg
== External links ==
* 
Category:Single Player Mods
Wizard Wars

Wizard Wars pits teams of spell flinging wizards head to head in a magical maelstrom! Wizard Wars lets you choose from nine different sorcerers, each with varying strengths and special abilities, to battle other mages in a variety of settings and objectives. For those who like the idea of fast-paced all-out fighting with impressive and surprising magical staves and spells, Wizard Wars is sure to please.
== Notes ==
This mod has recently changed hands. It has since been revived, with a new team and a new website.
Plans are in progress to move on to the Source engine. Anyone interested in working on the Source mod should contact the project leader, and register at the website.
== External links ==
* Official Website
* 
Category:Multiplayer Mods
Workshop Manager

The allows you to create, update, and manage your Custom Game workshop items.
== Workshop Manager ==
This will bring up the workshop manager, which will populate your list of published addons when it starts.
== Creating or Updating an addon ==
The first two icons in the Workshop Manager allow you to create a new addon or edit an existing addon respectively.
== Publishing an addon ==
Creating or editing an addon will bring up the addon publishing dialog. When editing an existing addon, the fields will be filled in for you.
WorldTwoTextureBlend

is a lightmap shader used to render two albedos at the same time with a single material. It uses the command to draw the uppermost albedo (unlike the command's normal usage). must have an alpha channel if is to be seen!
==Syntax==
WorldTwoTextureBlend
{
 $basetexture <texture>
 $detail <texture with alpha channel>
 $detailscale <float>// Behaves normally
}
==Supported effects==
* (will not apply to )
* and 
* 
This shader does not support .
==See also==
* 
* 
* 
* 
Category:Shaders
WorldVertexTransition

It is a shader functionally similar to LightmappedGeneric primarily used to perform a per-vertex linear blend between two textures on a displacement surface. Many of the parameter definitions for the secondary material are the same as the first material except with a "2" at the end. ex: $basetexture2
You can choose which texture you would like to appear on a vertex using Hammer's alpha painting tool. The blend is normally a linear gradient, but you can control the blend on a per-pixel basis by specifying in the material.
==Caveats==
==Example==
 WorldVertexTransition
 {
 	$basetexture nature/dirtfloor006a
 	$surfaceprop dirt
 
 	$basetexture2 nature/rockfloor005a
 	$surfaceprop2 rock
 
 	%tooltexture nature/blendrockgrass004a_tooltexture
 }
* Some visual effects can be selectively applied to one sub-material or the other. See the relevant articles for more details.
* The Hammer material browser won't be able to display a preview of the material unless it's given a %tooltexture.
== Supported Parameters ==
== See also ==
* LightmappedGeneric, the standard shader for lightmapped surfaces.
* Lightmapped_4WayBlend, an upgraded displacement blend shader for .
* LightmappedTwoTexture, a brush shader that multiplies a texture on top of another one.
* WorldTwoTextureBlend, a brush shader that applies a texture on top of another one using $detail.
* Displacement, the surface type this shader is used on.
Category:Shaders
World brush

Category:GlossaryCategory:Level Design
A world brush is a brush that has not been tied to an entity. Unless specified otherwise by a material, world brushes are solid to everything, block line of sight, cast lightmap shadows, cut visleaves, obstruct visibility, and seal the map. New world brushes are created with the . To turn a brush entity into a world brush, select it, then choose Tools > Move to World (or press ).
== See also ==
* Brush Creation
* Introduction to Editing
Worldspawn

It (or just "the world") is the single entity that stores the noninteractive parts of a map, alongside some global configuration options. In other words:
* Brushes (except those used by entities)
* Static props
* func_detail, and in some games func_ladder
* Map name, skybox, contexts...
Some other notes:
*There can be only one. (Since Hammer doesn't allow worldspawn to be created directly, it's very difficult for this rule to be broken.) 
:
*Damage from the environment and suicide is ordinarily attributed to the world.
*Constraints can be assigned to worldspawn by not specifying a name for their subject/target.
== Keyvalues ==
=== All Games ===
 
:* 0 : No, keep current
:* 1 : Yes, clear previous levels
=== ===
:* 0 : Midnight
:* 1 : Dawn
:* 2 : Morning
:* 3 : Afternoon
:* 4 : Dusk
:* 5 : Evening
:* 0 : Mission Start
:* 1 : Check Point
=== ===
=== ===
:* underwater_default : Rubbish
:* underwater_ion : Blue ions
:* underwater_tentacle_water : Tentacle feces water
=== ===
=== ===
== Inputs ==
== See also ==
* Void
* Skybox
Category:Entities
Worldspawn (GoldSrc)

== Key Values ==
 
:* 0 : "Not CTF map"
:* 1 : "CTF map"
:* 0 : Medieval
:* 1 : Runic (metal)
:* 2 : Present (base)
: For additional specifics, see .
:* 0 : Arena
:* 1 : Deathmatch
=== Better music selector ===
Replace the key in the FGD with this entry to more easily know which track belongs to which MP3 file.
Wrinkle maps

Wrinkle maps are a component of DMX flex shapes used by the shader to make per-vertex texture changes when the flex shape is applied. They were introduced in .
They are typically used to add fine wrinkling detail to a character's skin.
The term "wrinkle map" is confusing, because it can refer to the act of adding or removing wrinkles. The terms "compress" and "stretch" are used to refer to these two effects.
== Generation ==
Wrinkle maps are generated programmatically before a model is compiled. The important value is the wrinkle "scale," which defines the upper limit of wrinkling. A scale of 1 means that only the vert which moves the furthest is fully wrinkled; a scale of 2 means that the top 50% of moving verts are fully wrinkled.
* Positive wrinkle scales lead to the compress texture being applied.
* Negative wrinkle scales lead to the stretch texture being applied.
It isn't possible for a single shape to both stretch and compress; if that effect is needed, make a flex controller which wraps multiple shapes.
===dmxedit===
The official SDK tool for creating wrinkle maps is . It is run on an exported DMX using a simple Lua script like this:
Load("C:/heavy_morphs_high.dmx")
SetWrinkleScale("BrowInV", "WrinkleNose", -0.5) -- controller name, shape name, scale
SetWrinkleScale("BrowInV", "RaiseBrowIn", 2)
-- etc.
ComputeWrinkles()
Save("C:/heavy_morphs_high.dmx")
If you are using , you will find a collection of helper files at SourceFilmmaker\game\sdktools\lua\. These can be used to set up your model in the same way as Valve's.
=== Source Tools ===
The Blender Source Tools can generate wrinkle maps when exporting your model. Enable Advanced flex mode, generate a flex controller block, and set a non-zero wrinkleScales value in the relevant flex controller definitions.
=== Wall Worm Model Tools ===
Wall Worm Model Tools can now export wrinkle maps. Simply add a Vertex Paint Modifier to any morph target and name it "wrinkle." Paint the wrinkle weights into that vertex paint. Black is full compress. White is full stretch. Gray is no stretch or compress.
You can find the docs and a tutorial on doing wrinklemaps in 3ds Max here.
== Materials and Textures ==
Implementing wrinkle maps requires a material with enabled.
There are four shader parameters involved:
Category:Source
Category:Modeling
XBLAH's Modding Tool/Docs/Animations/Scene Editor

will be automatically configured if ran through the , patching the missing icons.
== Accessing the feature ==
This can be accessed within the tool via .
== Supported Games ==
* All games
== See also ==
* XBLAH's Modding Tool
* XBLAH's Moddding Tool - Documentation Index
== External links ==
* Scene Maker's Homepage
Category:Choreography
Category:XBLAH's Modding Tool
XBLAH's Modding Tool/Docs/Game/Animated Title

Since the 25th Aniversary Update, the engine uses TGA files to generate an animated title if liblist.gam has animated_title "1". The tile files are located under .
Animated titles for the main menu of mods can be created with the using an intuitive interface, that creates all the required files and directories.
== Accessing the feature ==
This can be accessed within the tool via .
== Enabling the animated title ==
To enable the animated title in the mod, set the Animated Title switch to On.
=== Creating the animated title ===
To create a new animated title for your mod, click on Generate from text. Insert the title you want to use.
=== Finishing up ===
Once everything is set up, click and you will have a fully working animated title.
== External links ==
* - XBLAH's Modding Tool Wiki - How to create an animated title for a Half-Life Mod
XBLAH's Modding Tool/Docs/Game/New Mod

Creating a bare-bones mod usually requires more than just creating a liblist.gam or a gameinfo.txt. Mods based on and games can be created with the using an intuitive interface, that creates all the required files and directories. mods are also supported.
== Accessing the feature ==
This can be accessed within the tool via .
Additionally, this can be accessed via .
== Creating a mod ==
Instead of manually setting up everything, a functional base mod can be crafted using the subsequent steps.
=== Selecting the Base Game ===
To create a new mod, select a Base game. The tool will show all the compatible base games the developer has installed through Steam.
=== Selecting the Mod Template ===
After a base game was selected, select a Mod Template. The recommended Mod Template will be marked as default, but other templates may be available. 
=== Inserting the Mod Information ===
; Title
: Choose a title for the mod. 
; Path
: Choose a folder name for the mod. Keep in mind this is not the mod name or title, but rather a unique folder name, with lowercase letters and hyphens.
: 
=== Finishing up ===
Once everything is set up, click Create and you will have a fully working mod, ready to be worked on.
== Supported Games ==
* 
* 
* 
* 
* 
* 
* 
* 
* 
* 
* 
== See also ==
* XBLAH's Modding Tool
* XBLAH's Moddding Tool - Documentation Index
* Create a Mod
== External links ==
* - XBLAH's Modding Tool Wiki - How to Create a Half-Life 2 Mod
Category:Modding
Category:XBLAH's Modding Tool