nyuuzyou/wikis huggingface dataset:
VIP Map Creation

This tutorial covers the proper creation of the two entities necessary for running as_ -style maps on a CS:S server running the VIP Mod. 
==Set Up==
1. The map name must start with as_, like for example as_test.bsp. The map must start with the as_ prefix or the mod will not recognize it as a VIP map. 
2. Determine the coordinates of the VIP escape zone. There are two ways of doing this: 
* By approximation: Create a brush the size of the escape zone and write down the coordinates of its dimensions. Do this by hovering the mouse cursor over each corner of the escape zone brush and writing down the X, Y, and Z coordinates that are displayed in Hammer's status bar. 
* By exact location: Tie the escape zone brush to a false entity (for example func_escapezone). Save the .vmf and open it in a text editor. Search for the false entity term (i.e. func_escapezone) and write down the coordinates listed.
The following image is an "exact location method" example using a 256x256 cube centered about the origin. The X, Y and Z coordinates are in red, green and blue colors, respectively.
3. Add a point_servercommand entity to your map and change its name to servercommand:
4. Add a logic_auto entity to your map. Use the logic_auto to trigger the point_servercommand on map spawn with the vip_escapezone command. The format for the vip_escapezone is vip_escapezone minX minY minZ maxX maxY maxZ. Here's an example:
If you have two escape zones in your map, add a second output in the same way using vip_escapezone2 as the command.
5. If you want the VIP to disappear (be teleported), use the vip_teleport command. The syntax for this command is vip_teleport X Y Z where "X Y Z" is the point he will be teleported to when he escapes. For example:
6. Add a hostage entity to the map in an inaccessible location so that the terrorists will win if the time runs out. When the map is compiled, the radar will also show the location of the rescue zone. 
7. Download the VIP mod and test your map.
Category:Counter-Strike: Source
Category:Level Design
Category:Tutorials
VIS

VIS is a collective name for the visibility compilers for multiple engines' map formats
Engine	Original official compiler(s) 	Modern third-party compilers
 	VIS 	VIS (ericw-tools)
 	QVIS3 	VIS (Q2Tools-220, formerly 4VIS)VIS (ericw-tools)
 	VIS 	HLVIS (ZHLT, VHLT, and derivatives)VIS (ericw-tools, experimental)
 	VVIS 	CSTVIS , 's VVIS
 	VIS2/VIS3 (part of resourcecompiler)	N/A
VMAP

VMAP stands for Valve Map, and it is the main map file extension used by Hammer. The file itself is just a DMX file under binary encoding version 4, however Hammer can export an ASCII-encoded vmap by clicking "Save Copy As Text".
Some key differences with preceding formats:
 	 	
Geometry uncompiled 	Brushes in Valve Map Format	Meshes in half-edge format
Geometry partitioning	Node and leaf lump / BSP 	.vwnod_c file / octree
Geometry compiled 	Face lump 	.vmdl_c files
Visibility compiled 	Visibility lump 	.vvis_c file
Physics compiled 	Physics lump 	.vphys_c file
Entities compiled 	Entity lump 	.vents_c file
== Compiled VMAP ==
VMAP_C stands for Valve Map Compiled, and is the main map file extension used to load maps in . The .vmap_c file is used to refer to various map dependencies (including vwrld, vwnod, vvis, vphys, vents, vtex, vmdl, vrman; usually residing in maps/<mapname>/) as well as other external assets used in the map.
This file along with its main dependencies usually get bundled together into a single VPK file, the latter of which serves similarly to the .bsp. Since lumps are separate files, they get packed and live next to other assets in the VPK. This makes post-compile addons much more convenient than in (see Patching EP1 levels vs. HL:A Map Extensions).
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VMDL

A file with the VMDL extension is a content-side text file that the tools can compile to make a game-side binary file (VMDL_C).
When a model is saved in , it writes out the VMDL file with the new changes, and the tools notice the change and then compiles the model.
== Element reference ==
* Animation
* Attachments
* Hitboxes
* Internal External References
* LodGroup
* MaterialGroups
* MaterialRemap
* Mesh
* MeshGroup
* PhysicsMesh
== Notes ==
* The first line that defines the schema text is the same in every VMDL, it is not a unique ID for the file or anything of that nature.
* Filepaths in the VMDL are always relative to the content directory of the current game.
* Elements with Reference in their name can either be internal, or have a reference to an external file path.
* A VMDL can be compiled without all the fields being present. This example will compile as a simple static prop:
<!-- schema text {7e125a45-3d83-4043-b292-9e24f8ef27b4} generic {198980d8-3a93-4919-b4c6-dd1fb07a3a4b} -->
CVModel CVModel_0
{
	CVmeshList m_meshList = CVmeshList
	{
		CVmesh[] m_meshList = 
		[
			CVmesh
			{
				string m_meshName = "test"
				string m_meshFile = "models/test/dmx/mesh/test.dmx"
			}
		]
	}	
}
== Larger example ==
An empty VMDL file looked like this:
<!-- schema text {7e125a45-3d83-4043-b292-9e24f8ef27b4} generic {198980d8-3a93-4919-b4c6-dd1fb07a3a4b} -->
CVModel CVModel_0
{
	CVmeshList m_meshList = CVmeshList
	{
		CVmesh[] m_meshList = 
		[
			
		]
	}
	CVphysicsMeshList m_physicsMeshList = CVphysicsMeshList
	{
		CVphysicsMesh[] m_meshList = 
		[
			
		]
	}
	CVmodelInfo* m_pModelInfo = NULL
	CVhitBoxSetListReference[] m_pHitBoxSetLists = 
	[
		
	]
	CVattachmentListReference[] m_pAttachmentLists = 
	[
		
	]
	CVanimGroupReference[] m_pAnimGroups = 
	[
		
	]
	CVNodeMaterialGroupListReference m_pMaterialGroupList = CVNodeMaterialGroupListReference
	{
		NodeMaterialGroupList_t* m_pObject = NULL
		string m_sFileName = ""
	}
	CVMeshGroupListReference m_pMeshGroupList = CVMeshGroupListReference
	{
		MeshGroupList_t* m_pObject = NULL
		string m_sFileName = ""
	}
	CVLODGroupListReference m_pLodGroupList = CVLODGroupListReference
	{
		LODGroupList_t* m_pObject = NULL
		string m_sFileName = ""
	}
	CVpropBreakableListReference m_pPropBreakableList = CVpropBreakableListReference
	{
		CVpropBreakableList* m_pObject = NULL
		string m_sFileName = ""
	}
	CVpropDataListReference m_pPropDataList = CVpropDataListReference
	{
		CVpropDataList* m_pObject = NULL
		string m_sFileName = ""
	}
	CVConstraintListReference[] m_pConstraintLists = 
	[
		
	]
	string m_collision = ""
	string m_sMDLFilename = ""
	string[] m_scriptFiles = 
	[
		
	]
	CVMaterialRemapList* m_pMaterialRemapList = NULL
	float m_flFbxScale = 1.000000
}
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VMDL/Attachments

Attachments are parented to a joints, and are defined by an offset and a rotation. In game they can be used for particle emission, and item attachment points among other uses. Attachments are stored in an attachment list, and can have multiple parents (influences).
== Display ==
* To toggle attachment display go Display > Attachments.
* To toggle attachment name display go to Display >Attachment Names.
==Create==
* Right click on a joint item in the outliner, and select Add Attachment.
* Use the Model > Attachments menu items.
== Edit ==
* When an attachment is selected via the viewport or an outliner item the gizmo becomes available. Use the gizmo to translate and rotate the attachment.
* When selected the editable properties of an attachment are accessible via the property editor.
== Data Structures ==
The vmdl attachment data looks like this:
CVattachmentListReference[] m_pAttachmentLists = 
[
	CVattachmentListReference
	{
		CVattachmentList* m_pObject = &CVattachmentList_0
		string m_sFileName = ""
	}
]
=== m_pAttachmentLists ===
A list of CVattachmentListReference elements
=== CVattachmentListReference ===
A reference to an internal or external CVattachmentList:
Attribute 	Friendly Name	Description 	Type 	Default Value
m_pObject 	 	pointer to the internal CVattachmentList 	CVattachmentList*	
m_sFileName	 	content relative path to the external CVattachmentList	string 	
A CVattachmentList set list looks like this:
CVattachmentList CVattachmentList_0
{
	string m_name = ""
	CVattachment[] m_attachments = 
	[
		CVattachment
		{
			string m_name = "test"
			CVattachmentInfluence[] m_influences = 
			[
				CVattachmentInfluence
				{
					string m_influenceName = "spine1"
					float(3) m_vTranslationOffset = ( 0.000000, 0.000000, 0.000000 )
					float(3) m_vRotationOffset = ( 0.000000, 0.000000, 0.000000 )
					float m_flWeight = 1.000000
					bool m_bRoot = false
				}
			]
		}
	]
}
=== CVattachmentList===
Attribute 	Friendly Name	Description 	Type 	Default Value
m_name 	Name 	The name of the attachment list	string 	
m_attachments	Attachments 	List of CVattachment elements 	CVattachment[]	
=== CVattachment ===
The data description of the attachment
Attribute 	Friendly Name	Description 	Type 	Default Value
m_name 	Name 	The name of the attachment list 	string 	
m_influences	Influences 	List of CVattachmentInfluence elements	CVattachmentInfluence[]	
=== CVattachmentInfluence ===
The data description of the influence
Attribute 	Friendly Name 	Description 	Type 	Default Value
m_influenceName 	Influence Name	The name of the influence 	string 	
m_vTranslationOffset	Translation 	Translation offset from the influnce	float(3)	( 0.000000, 0.000000, 0.000000 )
m_vRotationOffset 	Rotation 	Rotation offset from the influnce 	float(3)	( 0.000000, 0.000000, 0.000000 )
m_flWeight 	Weight 	Weight of the influence 	float 	1.0
m_bRoot 	Is Root 	Is the root of the model 	bool 	true
Category:VMDL
Category:Dota 2 Workshop Tools
VMDL/Hitboxes

Hitboxes are bounding boxes aligned to skeleton parent joints. They are used by various systems in the game, some examples include but are not limited to hit detection, character selection, and particle emission. 
== Display ==
* To toggle hitbox display go Display > Hit Boxes.
* To toggle hitbox name display go to Display->Hit Box Names.
* If there are multiple sets present Display->Sets allows set visibility to be toggled by name.
== Create ==
* Right-click on a joint item in the outliner, and select Add Hitbox.
* Use the Model > Hitboxes menu items.
== Edit ==
* When a hitbox is selected via the viewport or an outliner item the gizmo becomes available. Use the gizmo to scale the size of the hotbox. Two modes are available, scale and box scale.
* When selected the editable properties of a hitbox are accessible via the Property Editor.
== Data Structures ==
The vmdl hitbox data looks like this:
CVhitBoxSetListReference[] m_pHitBoxSetLists = 
[
	CVhitBoxSetListReference
	{
		CVhitBoxSetList* m_pObject = &CVhitBoxSetList_0
		string m_sFileName = ""
	}
]
=== m_pHitBoxSetLists ===
A list of CVhitBoxSetListReference elements.
=== CVhitBoxSetListReference ===
A reference to an internal or external CVhitBoxSetList.
Attribute 	Friendly Name	Description 	Type 	Default Value
m_pObject 	 	pointer to the internal CVhitBoxSetList 	CVhitBoxSetList*	
m_sFileName	 	content relative path to the external CVhitBoxSetList	string 	
A hitbox set list looks like this:
CVhitBoxSetList CVhitBoxSetList_0
{
	CVhitBoxSet[] m_HitBoxSets = 
	[
		CVhitBoxSet
		{
			string m_name = "default"
			CVhitBox[] m_HitBoxes = 
			[
				CVhitBox
				{
					string m_name = "spine_0"
					string m_sSurfaceProperty = ""
					int m_nGroupId = 0
					string m_sBoneName = "spine_0"
					float(3) m_vMinBounds = ( -3.769234, -4.263324, -6.618944 )
					float(3) m_vMaxBounds = ( 5.111142, 5.840798, 6.613623 )
					uint(4) m_cRenderColor = ( 0, 0, 0, 0 )
				},
				CVhitBox
				{
					string m_name = "head_0"
					string m_sSurfaceProperty = ""
					int m_nGroupId = 0
					string m_sBoneName = "head_0"
					float(3) m_vMinBounds = ( -3.821239, -3.392044, -3.581856 )
					float(3) m_vMaxBounds = ( 6.065765, 5.141216, 3.582397 )
					uint(4) m_cRenderColor = ( 0, 0, 0, 0 )
				}
			]
		}
	]
}
=== CVhitBoxSetList===
Contains a list of CVhitBoxSet elements. 
=== CVhitBoxSet ===
Contains a list of CVhitBox elements.
Attribute	Friendly Name	Description 	Type 	Default Value
m_name 	Name 	The name of the hitbox	string	
=== CVhitBox ===
The data description of the hitbox.
Attribute 	Friendly Name 	Description 	Type 	Default Value
m_name 	Name 	The name of the hitbox 	string 	
m_sSurfaceProperty	Surface Property	surface property assigned to the hitbox 	string 	
m_nGroupId 	Group ID 	Group ID, used by game code to query hitboxes	int 	0
m_sBoneName 	Parent Bone 	Name of the parent joint 	string 	
m_vMinBounds 	Min 	Minimum bounds of the hitbox 	float(3)	< 0, 0, 0 >
m_vMaxBounds 	Max 	Maximum bounds of the hitbox 	float(3)	< 0, 0, 0 >
Category:VMDL
Category:Dota 2 Workshop Tools
VMDL/Internal External References

A VMDL can store data internally or externally.
An internal reference is written into the VMDL file, while an external reference is a content-relative path to the external file.
Making data external is useful when you want to share data between models. For example, if there are characters with shared attachments, each of the character VMDL files can refer to an external attachment list. When that attachment list is edited all VMDL files that refer to it will get updated. 
== Using Model Editor ==
When an item is "made external" in via an Outliner right-click menu option, that data is written out as a separate file and the VMDL then references that new file. 
Category:VMDL
Category:Dota 2 Workshop Tools
VMDL/LodGroup

LOD (level of detail) Groups provide a way to group meshes, and set the distance at which they display on screen. They are used primarily for performance reasons, where a complex model is switched out to a simpler model the farther it is from the camera. 
== Display ==
* LOD Groups are under the LOD Group List item in the outliner. Selecting a lod item will switch to that LOD in the viewport. 
* The LOD menu also provides access to switching LOD's. 
** Set AutoLod to mimic in engine LOD swithcing based on camera distance
==Create==
* Use the Model > Mesh > Add LOD Groups menu item.
== Edit ==
* LOD groups are under the LOD Group List item in the outliner.
* Select a the LOD Group List item's green + button in the property editor to add a new group.
* Select a LOD item to edit in the property editor.
== Data Structures ==
The vmdl lod group data looks like this
CVLODGroupListReference m_pLodGroupList = CVLODGroupListReference
{
	LODGroupList_t* m_pObject = &LODGroupList_t_0
	string m_sFileName = ""
}
=== m_pLodGroupList === 
The reference to the LODGroupList_t of the vmdl:
Attribute 	Friendly Name	Description 	Type 	Default Value
m_pObject 	 	Pointer to the LODGroupList_t 	LODGroupList_t*	
m_sFileName	 	content relative path to the external lod group list	string 	
=== LODGroupList_t ===
A list of LODGroup_t elements. Looks like this in the vmdl:
LODGroupList_t LODGroupList_t_0
{
	LODGroup_t[] m_lodGroups = 
	[
		LODGroup_t
		{
			int m_flSwitchDistance = 0
			string[] m_meshList = 
			[
				
			]
		},
		LODGroup_t
		{
			int m_flSwitchDistance = 0
			string[] m_meshList = 
			[
				
			]
		}
	]
}
=== LODGroup_t ===
Attribute 	Friendly Name 	Description 	Type 	Default Value
m_flSwitchDistance	Switch Distance	Distance when the LOD becomes active 	int 	0
m_meshList 	Mesh List 	A list of mesh names associated with this group	string[]	
Category:VMDL
Category:Dota 2 Workshop Tools
VMDL/MaterialGroups

Material Groups provide a way to set up different sets of materials on your model, these are commonly referred to as skins.
== Display ==
* Material Groups are under the "Material Group List" item in the outliner. 
* Selecting a material group item will switch to that material group in the viewport. 
==Create==
* Use the Model->Add Material Group menu item.
== Edit ==
* To add a material group, select the "Material Group List" item and press the green "+" button in the property editor.
* To edit a material group, select it in the outliner.
== Data Structures ==
The vmdl lod group data looks like this
CVNodeMaterialGroupListReference m_pMaterialGroupList = CVNodeMaterialGroupListReference
{
	NodeMaterialGroupList_t* m_pObject = &NodeMaterialGroupList_t_0
	string m_sFileName = ""
}
=== m_pMaterialGroupList === 
The reference to the CVNodeMaterialGroupListReference of the vmdl:
Attribute 	Friendly Name	Description 	Type 	Default Value
m_pObject 	 	Pointer to the NodeMaterialGroupList_t 	NodeMaterialGroupList_t*	
m_sFileName	 	content relative path to the external material group list	string 	
=== NodeMaterialGroupList_t ===
A list of NodeMaterialGroup_t elements. Looks like this in the vmdl:
NodeMaterialGroupList_t NodeMaterialGroupList_t_0
{
	NodeMaterialGroup_t[] m_materialGroups = 
	[
		NodeMaterialGroup_t
		{
			string m_name = "default"
			string[] m_materialList = 
			[
				"models/sdk_character/materials/base.vmat",
 "models/sdk_character/materials/hair.vmat"
			]
		},
		NodeMaterialGroup_t
		{
			string m_name = "hair_green"
			string[] m_materialList = 
			[
				"models/sdk_character/materials/base.vmat",
 "models/sdk_character/materials/hair_green.vmat"
			]
		}
	]
}
=== NodeMaterialGroup_t ===
Attribute 	Friendly Name	Description 	Type 	Default Value
m_name 	Name 	Name of the material group 	string 	
m_materialList	Materials 	A list of material paths ( content relative ) associated with this group	string[]	
Category:VMDL
Category:Dota 2 Workshop Tools
VMDL/MaterialRemap

Material Remap items allow materials to be reassigned. 
== Display ==
* Material remap items are under the "Material Remap List" item in the outliner. 
==Create==
* Use the Model > Add Material Remap menu item.
== Edit ==
* To add a material remap item, select the "Material Remap List" item and press the green "+" button in the property editor.
* To edit a material remap item, select it in the outliner.
== Data Structures ==
The vmdl material remap list data looks like this:
CVMaterialRemapList* m_pMaterialRemapList = &CVMaterialRemapList_0
=== m_pMaterialRemapList === 
A pointer to the vmdl's CVMaterialRemapList.
=== CVMaterialRemapList ===
A list of CVMaterialRemap elements. Looks like this in the vmdl:
CVMaterialRemapList CVMaterialRemapList_0
{
	CVMaterialRemap[] m_vMaterialRemapList = 
	[
		CVMaterialRemap
		{
			string m_sSearchMaterial = ""
			string m_sReplaceMaterial = ""
		}
	]
}
=== NodeMaterialGroup_t ===
Attribute 	Friendly Name	Description 	Type 	Default Value
m_name 	Name 	Name of the material group 	string 	
m_materialList	Materials 	A list of material paths ( content relative ) associated with this group	string[]	
Category:VMDL
Category:Dota 2 Workshop Tools
VMDL/Mesh

Meshes represent the render geometry of the model. 
== Display ==
* To toggle mesh display go Display > Polygons.
==Create==
* Use the Model >Mesh >Add Mesh menu item.
== Edit ==
* Meshes are accessible via the outliner, and are found under the Mesh List item.
* Select a mesh item to edit in the Property Editor.
== Data Structures ==
The vmdl hitbox data looks like this
CVmeshList m_meshList = CVmeshList
{
 CVmesh[] m_meshList = 
	[
			
	]
}
=== m_meshList ===
A list of CVmesh elements
=== CVmesh ===
In a vmdl a mesh looks like this:
CVmesh
{
	string m_meshName = "test"
	string m_meshFile = "models/test/fbx/test.fbx"
	string m_materialSearchPath = ""
	bool m_bSkinParentedObjects = false
	bool m_bExpensiveTangents = false
	bool m_bExpensiveVertices = false
	CVmorphInfo* m_pMorphInfo = NULL
}
Attribute 	Friendly Name 	Description 	Type 	Default Value
m_meshName 	Mesh Name 	The name of the mesh 	string 	
m_meshFile 	Mesh File 	content relative path to the external mesh file 	string 	
m_materialSearchPath 	Material Search Path 	content relative path to an additional search path for materials	string 	
m_bSkinParentedObjects	Skin Parented Objects 	rigid bind meshes that are parented to other objects 	bool 	true
m_bExpensiveTangents 	Use Expensive Tangents 	Use uncompressed tangents when compiling 	bool 	false
m_bExpensiveVertices 	Use Expensive Vertex Welding	Reduce the vertex weld threshold when compiling 	bool 	false
m_pMorphInfo 	Morph Info 	Override default morph compiling options 	CVmorphInfo*	
Category:VMDL
Category:Dota 2 Workshop Tools
VMDL/MeshGroup

Mesh groups provide a way to group meshes, and set their visibility. A simple usage case is a mesh group for a character, and another for sunglasses. A mesh group can have physics meshes in it, so a mesh group switch can also change the collision representation of a model.
== Display ==
* Mesh groups will be under the "Mesh Groups" item in the outliner. To turn a mesh group on or off, toggle the check box next to the item.
==Create==
* Use the Model >Mesh > Add Mesh Group menu item.
== Edit ==
* Mesh groups are under the "Mesh Groups" item in the outliner
* Select a mesh group item to edit in the property editor
== Data Structures ==
The vmdl mesh group data looks like this:
CVMeshGroupListReference m_pMeshGroupList = CVMeshGroupListReference
{
	MeshGroupList_t* m_pObject = &MeshGroupList_t_0
	string m_sFileName = ""
}
=== m_pMeshGroupList === 
The reference to the MeshGroupList_t of the vmdl.
Attribute 	Friendly Name	Description 	Type 	Default Value
m_pObject 	 	Pointer to the MeshGroupList_t 	MeshGroupList_t*	
m_sFileName	 	content relative path to the external mesh group list	string 	
=== MeshGroupList_t ===
A list of MeshGroup_t elements. Looks like this in the vmdl:
MeshGroupList_t MeshGroupList_t_0
{
	MeshGroup_t[] m_meshGroups = 
	[
		MeshGroup_t
		{
			string m_name = "meshGroup_0"
			bool m_bEnabledByDefault = false
			string[] m_meshList = 
			[
			]
			string[] m_physList = 
			[
				
			]
		}
	]
}
=== MeshGroup_t ===
Attribute 	Friendly Name 	Description 	Type 	Default Value
m_name 	Group Name 	The name of the mesh group 	string 	
m_bEnabledByDefault	Enabled By Default	Is the mesh group visible by default	bool 	false
m_meshList 	Mesh List 	A list of mesh names 	string[]	
m_physList 	Physics List 	A list of physics mesh names 	string[]	
Category:VMDL
Category:Dota 2 Workshop Tools
VMDL/PhysicsMesh

Meshes that represent the collision geometry of a model. 
== Display ==
* To toggle physics mesh display, select Display > Collision Geo.
==Create==
* Use the Model > Collision > Add Physics Mesh menu item.
== Edit ==
* Meshes are accessible via the outliner, and are found under the Physics Mesh List item.
* Select a physics mesh item to edit in the Property Editor.
== Data Structures ==
The vmdl physics mesh data looks like this:
CVphysicsMeshList m_physicsMeshList = CVphysicsMeshList
{
	CVphysicsMesh[] m_meshList = 
	[
		CVphysicsMesh
		{
			string m_meshName = "sdk_static_prop_physics"
			string m_meshFile = "models/sdk_static_prop/fbx/sdk_static_prop_physics.fbx"
			bool m_bUseExactGeometry = false
			bool m_bAutoMass = true
			float m_flMassOverride = 100.000000
			bool m_bOneConvexPiece = true
			bool m_bConcavePerJoint = false
			bool m_bSelfCollisions = false
			bool m_bForceKinematic = false
			bool m_bIgnoreScale = false
			bool m_bIgnoreSkeleton = false
		}
	]
}
=== m_physicsMeshList ===
A list of CVphysicsMesh elements.
=== CVphysicsMesh ===
The data description of a physics mesh.
Attribute 	Friendly Name 	Description 	Type 	Default Value
m_meshName 	Mesh Name 	The name of the mesh 	string	
m_bUseExactGeometry	Use Exact Geometry	Do not convexify, instead use the exact geometry 	bool 	false
m_bAutoMass 	Auto Mass 	Calculate mass automatically 	bool 	true
m_flMassOverride 	Mass Override 	If automass is off, use this instead 	float 	100.0
m_bOneConvexPiece 	One Convex Piece 	Convexify as one object, if off generate multiple convex hulls	bool 	false
m_bConcavePerJoint 	Concave Per Joint 	Create hull per joint 	bool 	false
m_bSelfCollisions 	Self Collisions 	Collide with itself 	bool 	false
m_bForceKinematic 	Force Kinematic 	Force physics object to be kinematic 	bool 	false
m_bIgnoreScale 	Ignore Scale 	Ignore Scale 	bool 	false
m_bIgnoreSkeleton 	Ignore Skeleton 	Ignore Skeleton 	bool 	false
Category:VMDL
Category:Dota 2 Workshop Tools