nyuuzyou/wikis huggingface dataset:
Dota 2 Workshop Tools/Level Design/Command History

Hammer's Command History panel can be used to repeat commands sequentially.
== Repeat Last Command ==
The most recent command can be repeated using the Repeat Command (Shift+G), which can also be found in the menu Edit->Repeat Command.
 
File:Hammer2_Command_History_Menu.jpg‎
For example, this allows you to things like rotation extrusion by doing the extrusion once with the gizmo, then repeating it using Shift+G:
Select a face, offset the gizmo:
File:Hammer2_Command_History_1.png‎
Press R to switch to rotation, and then shift drag on the rotation handle to rotate and extrude a face:
File:Hammer2_Command_History_2.png‎
 
Now instead of using the gizmo repeatedly, you can just press Shift+G several times to get something like this:
 
File:Hammer2_Command_History_3.png‎
If that is still too many key presses, keep reading.
== Command History interface ==
The command history panel can be used to select any number of commands in the history and repeat them a number of times. It is a dock-able panel. Depending on your current layout, it may be hidden behind another tab.
It looks like this:
File:Hammer2_Command_History_4.png‎
 
Multiple commands can be selected in the command history and repeated using the repeat button, or from the context menu.
For example, starting with a single cube:
Select a face.
File:Hammer2_Command_History_5.png‎
Go to scale mode (E), go into local space (Tab) and and hold shift while scaling to extrude.
File:Hammer2_Command_History_6.png‎ 
Switch to translation (T), and extrude along the up axis (purple)
File:Hammer2_Command_History_7.png‎ 
Switch to rotation (R), and rotate the face a few degrees.
File:Hammer2_Command_History_8.png‎ 
 
 
Now the command history lists these three commands, and the can be repeated by selecting them and pressing the repeat button:
File:Hammer2_Command_History_9.png‎ 
Which would yield this result:
File:Hammer2_Command_History_10.png‎ 
 
However you can also change the selection and apply the same set of commands to a different selection:
File:Hammer2_Command_History_11.png‎ 
File:Hammer2_Command_History_12.png‎ 
Additionally, a number of repetitions can be selected and the repeat multiple button will execute the selected commands the specified number of times:
File:Hammer2_Command_History_13.png‎ 
File:Hammer2_Command_History_14.png‎
Category:Dota 2 Workshop Tools
Dota 2 Workshop Tools/Level Design/Compile and Run

Category:Dota 2 Workshop Tools
It's time to compile and play your map. Press or go to File -> Build Map to open the Build Map window. A window similar to the right should appear with a variety of options.
If you wish to have your map launch automatically when it's done being built, check the "Load in engine after building" and "Bring engine to front" check boxes. Also, since this is the first version of your map, check the "Create minimap on load" check box so that it auto-creates a minimap image for you. Click Build to begin compiling your map.
Once the map is compiled it can be run in game. If you've checked "Load in engine after building" this will automatically load the map in game. If not, there's some steps on how to do this:
# Open the console by pressing commonly located above the key.
# Type "dota_launch_custom_game my_addon_name my_map_name" substituting your own addon name and map name where appropriate
# Press 
Once in-game, you'll need to re-open the console and enter the command "jointeam good" since your addon isn't yet set up to assign you a team.
You've completed your first simple map and, with that, completed the introduction to Hammer and its Tile Editor. You can return to the Level Design section to browse the rest of the Hammer documentation and tutorials. Additional information and advanced Tile Editor concepts can be found in the Tile Editor documentation.
Dota 2 Workshop Tools/Level Design/Dota/Blocking Heroes' Routes

Hi there, everyone! I wish to share about how to block Heroes from moving, teleporting, or blinking to areas that you do not want.
Steps:
1. Click on the Browse button in the Active Material window.
2. Type in "tools" in the Filter textfield, and select the toolsheroclip.wmat
3. Ensure that the said texture is selected, then select the Block tool.
4. Create a brush/block of any size, according to your design.
----
Note: I was intending to include screenshots as part of the steps, but due to permission issues, I am unable to.
----
I have also recorded a YouTube video to explain the steps involved. I hope it helps.
Dota 2 Workshop Tools Tutorial - Blocking Hero Routes
Category: Dota 2 Workshop Tools
Dota 2 Workshop Tools/Level Design/Dota/Common Developer Commands

Category:Dota 2 Workshop Tools
There's a large number of developer commands that can help you playtest your addons and maps. There are two types of commands: console and in-game. The commands listed below are some of the most commonly used.
= Common Console Commands =
Open VConsole with to enter console commands. For an in-depth look at VConsole see the VConsole documentation.
Typing the first part of a console command displays all the commands that begin similarly. For example, typing "dota_dev " (with the extra space afterwards) shows all the commands contained in the dota_dev category.
* bind: Bind a command to a key with "bind [key] [command]". Example: "bind k dota_dev hero_teleport" executes dota_dev hero_teleport whenever the key is pressed.
* dota_ability_debug 1: Cast abilities without cooldowns. This will affect enemies as well!
* dota_bot_give_level [N]: Add N levels to all the bots in game.
* dota_dev hero_level [N]: Add N levels to the selected hero.
* dota_dev hero_teleport: Teleport the selected hero to the current cursor location.
* dota_dev forcegamestart: Forces the game to start (horn sounds, creeps spawn, etc).
* dota_dev dota_gridnav_show: Toggles visibility of the navigation grid. It can be useful to bind a key to "incrementvar dota_gridnav_show 0 1 1" to toggle this information on and off.
* dota_create_item item_*: Entering dota_create_item item_boots will create brown boots and place them in the selected hero's inventory. Typing "dota_create_item ", displays all items in the game.
* dota_create_unit: Creates a unit at the cursor location. Any kind of unit can be spawned this way. "dota_create_unit earthshaker" spawns a controllable Earthshaker. "dota_create_unit earthshaker enemy" spawns an enemy Earthshaker.
* fow_client_debug 1: Shows you how Fog of War is being determined (green squares are visible, red squares are Fog of War'd.
* jointeam good: puts the player on the Radiant team and starts the hero picker. Conversely, "jointeam bad" places the player on the Dire team.
* noclip: Player becomes non-solid and flies. In Dota 2, this only affects the camera -- a player is a separate concept and position from that player's hero.
= Common In-Game Commands =
In-game commands are entered in chat with .
* -lvlup N: Adds N levels to the player's hero.
* -gold N: Gives you N amount of gold.
* -refresh: Refreshes the health, mana, and all abilities on cool down.
Dota 2 Workshop Tools/Level Design/Dota/Fog of War

__TOC__
The fog of war system in Dota 2 is a dynamic system that is calculated at run time during a game on a custom map. Custom game modes can enable or disable this feature as desired in script but by default will be enabled.
== Limitations/Requirements ==
There are several limitations built into the system as optimizations that level designers need to be aware of when building a custom map.
=== Flat Terrain ===
Gameplay spaces in Dota 2 map are entirely flat outside of stairs and ramps to different elevations. Blending of various layers of materials help to break up this flat surface and make it appear as though there's a lot more depth than there really is.
It is possible to create rolling hills and variation in the ground however the fog of war system will not function in an expected fashion as it tries to draw line of sight based on the navigation spaces next to a unit.
=== Elevation Changes ===
While the terrain itself is flat there can be elevation changes. A good example of this in the Dota 2 map is the mid lane to river transitions where the units drop down to the river and then path back up to the higher surrounding terrain. The mid lane is at 128 units on the Z axis and the river is at 0 on the Z axis.
* All traversable areas should be built at 128 unit height increments.
* The fog of war is limited to 32 levels of elevation.
=== Elevation Limitations ===
No traversable terrain should be built below 0 on the Z axis. The fog of war system will stop calculating line of sight for those units below 0 as an optimization. In the Dota 2 map the river is the lowest point.
=== Maximum Map Size ===
The playable space may not exceed 16384x16384 units. Beyond this the fog of war system will not function correctly.
Category:Dota 2 Workshop Tools
Dota 2 Workshop Tools/Level Design/Dota/Minimap

Category:Dota 2 Workshop Tools
The minimap in Dota 2 is an image generated from a top-down perspective, high above the map. This image can be edited but is not dynamic and will need to be re-exported to support changes in geometry to the map. Dynamic objects such as tower locations or units are dynamic and projected on top of this image.
Various settings such as player icon size can be adjusted either in script or the dota_custom_game_events entity placed in Hammer. Other settings such as the scale or position (XY coordinates for example) must be edited in the /resource/overviews/minimapname.txt file.
== Automatically Creating a Minimap Image ==
To automatically generate a minimap image in the Compile Map () dialog by tick the "Create minimap on load" check box. Note that when generating a new minimap image, whether automatically or manually, it will overwrite your existing minimap image.
== Manually Creating a Minimap Image ==
* In Hammer, add two "dota_minimap_boundary" entities. One at each corner of the map to define the XY bounds. The delta in height on the Z axis between them determines the depth of the image captured.
* Compile and launch the map.
* Type dota_minimap_create at the console.
* An image will be generated and placed in the /materials/overviews directory with the same name as the map.
* Minimap settings are located in /resource/overviews/ inside a text file with the same name as the map and image.
Dota 2 Workshop Tools/Level Design/Dota/Performance

Notes about performance costs and possible optimizations to consider when building custom maps.
=== Client Side Entities ===
Most entities in Source are networked and send their state to the server so clients don't fall out of sync with one another. To optimize this the "_clientside" entity type exists to reduce network traffic and is primarily used on cosmetic non-gameplay affecting entities.
A good example of this is all of the ambient creatures in Dota 2 are placed using the "prop_dynamic_clientside" entity. These do not send their state to the server. Each client may see them at different times, but they have no effect on gameplay.
If the entity's state was important to the gameplay a regular prop_dynamic should be used instead.
=== Tree Placement ===
Trees placed using ent_dota_tree create destructible trees that will snap to 64 grid increments to keep them aligned to the navigation grid. Placing numerous trees inside a 64x64 grid square will often have them snap to the same location, resulting in a number of trees overlapping in the exact same location. This is bad. A good way to avoid this is placing any "ent_dota_tree" on a minimum of a 64 grid square to keep the tree from ending up in an unexpected spot at run time.
There is a limit of trees on map: 4096. No matter how you created it, with spray tools or through tile set editor.
=== Tile Editor Perf Implications ===
The tile editor will allow users to build very detailed maps. It is very possible to place too many objects, plants, and trees, in a small space slowing down lower end machines. Performance constraints should still be adhered to when using the tile editor.
=== Lighting Performance ===
When adding deferred point lights to custom maps be aware of overlapping a number of them will cause a hit to performance. A good tool to use when evaluating performance is "r_deferred_simple_light 2" which will display a point light's radius in game with some color information. If the color shifts to green as more and more lights overlap then there is a significant amount of overdraw caused by having a number of lights in the same space. Reduce the number of overlapping light radii to reduce overdraw.
Category:Dota 2 Workshop Tools
Dota 2 Workshop Tools/Level Design/Example Map Dota PvP Tiled

Most of the classic Dota PvP map can be closely recreated by using a combination of the Tile Editor and drag-and-drop prefabs. The Tile Editor is used to create terrain, water, trees, plants, and most of the aesthetic details, while prefabs are used for gameplay objects, such as towers, shops, and barracks.
= Tile Editor =
== Terrain ==
including ramps, cliffs, paths
== Trees ==
== Objects ==
including shopkeepers, neutral camp visuals, lanterns, banners, plants
= Prefabs =
== Ancient ==
* done
== Barracks ==
* done
== Tower ==
* done
=== Exposed fields ===
* TowerLocation drop-down choices
* Vulnerable On Creep Spawn
* Invulnerability Link Count
* Unit Name
== Filler building ==
* done
== Rune ==
* done
== Every entity ==
* basic_entities?
== Radiant player start ==
* done
== Dire player start ==
* done
== Radiant-only entities ==
* are these just the courier spawners?
== Dire-only entities ==
* are these just the courier spawners?
== Neutral camp ==
== Creeps ==
== Shops? ==
Category:Dota 2 Workshop Tools
Dota 2 Workshop Tools/Level Design/Getting Started

== Launching Hammer ==
# Within Steam under Library then Tools run "Dota 2 Workshop Tools"
# Click Create Empty Addon and name it something appropriate. For this example it will be "myaddon"
# The new addon will become highlighted and marked as default
# Click Launch Dota 2 Workshop Tools
# In the Asset Browser window click on the Hammer icon
Next: Tile Editor Basics: Your First Dota Map
Category:Dota 2 Workshop Tools
Dota 2 Workshop Tools/Level Design/Terrain Blending

__TOC__Terrain blending allows blending of multiple textures in a single material to create smooth transitions between two or more textures. In Dota 2 a lot of the visual depth in a scene is created by blending various textures together to create the illusion of depth.
== Paint Tool ==
The Paint Tool when active has several panels controlling how textures are blended together.
* Click the paintbrush icon or press to enter the Paint Tool mode.
* To begin editing use on a face with a multiblend material.
=== Paint On ===
* Everything - Blend across all objects assigned with the currently selected material.
* Selected Objects - Blend across selected objects only.
* Selected Faces - Blend on selected faces only.
* Back-Facing Surfaces - Allows blending to affect to back-facing faces.
* Trace Against Bounding Box -
=== Visualization ===
* Show Verts - Displays vertex positions near the painting reticle. Changes based on assigned reticle size.
* Highlight Paintable Selection - Highlights all faces that can be blended. This is mostly useful when working with a selection of faces and not larger chunks of geometry.
* Debug Mode - 
=== Painting ===
* Flood Fill - Fills the entire material with the selected Texture Channel. This is across all objects with the current material selection.
* Paint Mode - Toggles between the two modes mentioned below.
;Blend
Sets the current mode to change the contribution of the selected texture channel at the vertex level.
;Color
Allows color tinting to be applied at the vertex level. Any color can be blended to the terrain to add variations to materials.
=== N-Channel Blend ===
* Radius - Left click and drag on the slider or Middle click and drag (HORIZONTAL) over the desired editing area to effect the radius of the paint reticle.
* Strength - Left click and drag on the slider or Middle click and drag (VERTICAL) over the desired editing area to effect the strength of the paint reticle's application.
* Channels - Select these to make changes to that particular blend layer. There are a maximum of 4 channels available.
;Channel 3
The third texture layer of the selected multiblend material, usually reserved for a darker texture that will blend with Channel 2's assigned texture (when used within a tileset).
;Channel 2
The second texture layer of the selected multiblend material, usually reserved for the most common ground material (when used within a tileset).
;Channel 1
The first texture layer of the selected multiblend material, usually reserved for cliffs (when used within a tileset).
;Channel 0
The base texture layer of the selected multiblend material, usually reserved for dirt paths when used within the tile editor. This layer cannot be softened or sharpened.
Category:Dota 2 Workshop Tools
Dota 2 Workshop Tools/Materials/Material Creation

Category:Dota 2 Workshop Tools
A quick step-by-step guide on how to create a material in the Dota 2 Workshop Tools.
== Creating a Texture ==
Any image file can be used as a texture so long as both of its dimensions are power of two (2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, etc). Higher resolutions have memory implications while also also providing a benefit of being sharper when viewed closely. Different objects will likely follow different basic rules when determining size of textures.
== Creating a Material ==
Images must be converted to the VMAT format using the Material Editor. The Material Editor can be launched via the Asset Browser after launching the tools.
# Open the Material Editor
# From the File menu, choose New
# Save the new material. Common practice is to place materials your addon directory under a materials sub-directory for organization purposes.
# Click the "Shader" button and change the shader to Global Lit Simple.
# Save your image into the same location with the same name.
# In the Variables panel, under the "color" group click on the small folder icon to the right of the path of the image. This will open a dialog looking for your previously saved image file. Common formats are TGA or PSD. Select your image and open it.
# Save the material and it should be live in the Asset Browser.
== See also ==
https://support.steampowered.com/kb/3081-QUXN-6209/dota-2-workshop-item-shader-masks
Dota 2 Workshop Tools/Modeling

Category:Dota 2 Workshop Tools
== Getting Started ==
* Model Creation
* Model Editor (Deprecated)
* ModelDoc Editor
* Importing Models
* The VMDL File
* Model Troubleshooting
== Advanced Features ==
* Cloth Simulation
== Supported Model Formats ==
* FBX
* OBJ
* DMX
* SMD
Dota 2 Workshop Tools/Modeling/Model Creation

All Dota 2 Workshop Tools models need to start from a mesh file exported from a 3D authoring package. The Dota 2 Workshop Tools support FBX, OBJ, and DMX file formats.
* Model Editor - Information on Model Editor interface and actions.
* Model Editor How To - Instruction on doing some basic editing tasks with Model Editor.
* Model Troubleshooting
== Creating a model asset ==
Here are some quick examples for how to get a model you have created into :
=== From a Mesh ===
To create a model using an existing mesh file as the base:
# Launch Model Editor if it is not already open.
# From the File menu, select New VMDL From Mesh File.
# Browse to a mesh file.
# A new session of model editor will appear with the mesh visible in the viewport.
#* The name of the VMDL is generated from the browsed to mesh file. For example a mesh called "test.fbx" will make a model named "test.vmdl". If the mesh has a "_mesh" suffix, that will be stripped off the VMDL name.
#* The VMDL file is created in the directory as the incoming mesh unless the mesh is in a directory named "dmx" or "fbx". If that is the case, the file will be saved one directory up. For example, a mesh saved in models/test/fbx/test.fbx will make a VMDL in models/test/test.vmdl.# To add collision geometry go to the main menu bar and select Model > Collision > Add Physics Mesh.
# Browse to a collision mesh.
# View the collision mesh via the Display > Collision Geo menu item.
=== File > New ===
To create a model by first creating an empty model file:
# Launch Model Editor if it is not already open.
# From the File menu, select New.
# Name the new file and save it in the current game's content folder.
# You should see an empty session of Model Editor.
# Add a mesh by going to the main menu and selecting Model > Mesh > Add Mesh. 
# Browse to a mesh file.
# The mesh will now be visible in the viewport.
Category:Dota 2 Workshop Tools
Dota 2 Workshop Tools/Modeling/Model Troubleshooting

Some tips to fix common issues.
== Missing Materials ==
right|200px|thumb|Mesh missing a material
* Mesh files with missing materials are displayed with a mesh that will glow red.material.
* There can be a few causes for this:
** The material the mesh is mapped to does not exist in which case a VMAT needs to be created 
** The file mapping is off, for an explanation of how material assignments are mapped to material location look in the FBX page 
* To fix the issue in model editor make a Material Remap Node
# Go to Model > Add Material Remap
# In the Outliner select the "Material Remap 0" item (it will be under the "Material Remap List" item)
# In the Property Editor select the material to be remapped from the "Search Material" drop down list
# Browse to the replacement material by clicking the magnifying glass icon next to "Replace Material"
# Save the session
:
== Collision Hull Is Wrong ==
Collision hulls are not usually required for most world models in Dota 2.
* By default the tools convexifies the collision geometry. If you have geometry the looks like this:
center|250px
:
* By default your collision geo will look like this:
center|250px
*To fix this, and make it match the geometry, select the physics mesh item (found under "Physics Mesh Items" in the Outliner)
*In the Property Editor, uncheck "One Convex Piece" and select "Use Exact Geometry" and Save the session
center|250px
:
Category:Dota 2 Workshop Tools
Dota 2 Workshop Tools/Panorama/Debugger

Panorama has a powerful built-in UI debugging tool inspired by web development tool chains. To open the debugger, press F6, move your mouse over a piece of Panorama UI, and click. The debugger window will open with details of the selected UI and its context. (If you can't click on a panel, for example because it is configured with hittest='false' then it is often possible to click a different part of the UI and then manually navigate to the panel in question in the panel hierarchy.)
There are two main parts of the debugger: the panel hierarchy (on the left) and details about the selected panel (on the right).
== Panel Hierarchy ==
The panel hierarchy shows a complete tree of all panels currently present in the UI.
== Panel Details ==
This part of the debugger will show all of the CSS rules that apply to the panel, and which rule is ultimately determining a given property value. If you mouse-over any CSS property name, a tooltip will show you detailed information about the property and its legal values.
You can also display the final computed values for all panel properties.
Category:Panorama
Category:Dota 2 Workshop Tools