nyuuzyou/wikis huggingface dataset:
Mod Page Template

Mod Page Template
This document is intended as a reference template for mod information pages. It is by no means a requirement to follow this document, but it will serve to reinforce a consistent display of content.
Usage: 
 Add this to a new page: 
== Overview ==
Start with a mod description. This should be a general overview of what the mod is and maybe what sets it apart from other mods in its genre. This is broad information and can include what the mod is now, as well as what is intended for the future.
Note that writing what engine or game the mod is for is redundant, if this is already specified in the ModStatus template.
== Features ==
* a quick list of features
* bulleted lists are always nice
* they give the viewer a quick overview of what is in the mod
* you don't need to list every minute feature here
== Media ==
This section should contain media such as screenshots, concept art, movies or even music. This category is important because it shows "proof of concept": That the mod is actually being worked on, and not just something that looks good on paper or in the authors mind. This is required to prevent the wiki from being swamped in mere mod fantasies. Without proof of concept (like in-game screenshots or an external link to a site where in-game screenshots are available) the article will almost certainly be flagged for deletion.
== History ==
A brief history of the mod. How long has it been around, what kind of changes has it gone through, what problems had to be overcome. You know. Whatever. If you want it.
== Team ==
Some information about the mod team.
== Localized versions ==
Information about the localized versions of the mod.
== See also ==
* Links to other related articles within the wiki (optional).
== External links ==
* links to the official site
* link to Steam Store page (if applicable)
* links to mod specific tutorials on the wiki and externally
* mod specific forums
* etc
* 
* 
Note that if you haven't provided any media in the Media section, you have to include a working link to where media can be found here (like an official site), to show proof of concept.
== Categorization (Remove this header before creating the article.) ==
Using the ModStatus template at the top of the page to specify what engine (and even game) the mod is for, whether the mod is single-player or multiplayer, and in what stage of the development process it is currently in, should have already categorized the mod into the appropriate categories.
There are, however, two additional tags that (if needed) you have to provide manually: [[Category:Help Wanted]] and [[Category:Open Source Mods]]. Insert them at the bottom of the page.
 Save the page and then continue editing your page. 
Editing help is available. 
[edit]
Tags Tip:	If the download URL contains an equal sign, it has to be escaped like this: 
* http://www.google.com/search?qGoogle
[edit]
Sections
There are other sections, like Plot (for singleplayer games), and Help Wanted, etc, that will occasionally be appropriate as well. 
[edit]
Categories
See Category:Mods to add a suitable category.
Mod wizard complete

You have successfully completed the mod wizard! The folder you chose to install to now has several sub-folders beneath it:
;
:For your uncompiled maps (VMF files)
;
:For your uncompiled textures (Probably TGA files)
;
:For your uncompiled models (SMD and QC files)
;
:All of the SDK's C++ source code. (The project files inside are configured specifically for the game you selected in the mod wizard, however.)
Additionally, a folder with your mod's name has been created under . This is where files compiled from the folders above need to go, and what you will eventually release.
(Ignore the .bat files, they are broken, unless you know what you are doing to fix them.)
== What now? ==
There are many areas in modding. For a complete overview, visit the main SDK Docs page. Here are some highlights for beginners:
;General advice
:From Valve
:From other modders
;Programming
:Choosing a compiler
:My First Mod (if you chose the Half-Life 2 SP or MP/DM source code)
:Your First Entity
:Setting up source control
;Mapping
:Your First Map
:Hammer documentation
;Modeling & Animation
:XSI Mod Tool
:Exporting a model
:Model Creation Overview
;Art & Sound
:Material Creation
:Soundscripts
;Choreography
:Choreography creation
== Getting help ==
Help is available from:
*The Source SDK FAQ
*The Source SDK Discussion on Steam
*The hlcoders mailing list and IRC channel (for programmers)
*The Noesis Interactive 'Mod Your World' tutorial series (various aspects of Source modding)
*The discussion page for each article - like this one's
*If you still can't find what you need here, give the Modding Sites section a look.
Good luck!
__NOTOC__ __NOEDITSECTION__
Category:Modding
Category:entry pages
ModeManager

ModeManager is a required global object that manages ClientModes. Since no Valve game has more than one ClientMode any more, it is almost entirely vestigial. There is no base implementation of the IVModeManager interface.
== Minimum implementation ==
#include "ivmodemanager.h"
class CSkeletonModeManager : public IVModeManager
{
	void	Init() {}
	void	SwitchMode( bool commander, bool force ) {}
	void	LevelInit( const char* newmap ) {}
	void	LevelShutdown() { g_pClientMode->LevelShutdown(); }
};
IVModeManager* modemanager = (IVModeManager*)new CSkeletonModeManager;
SwitchMode() and LevelInit() are both called when a new map is loaded.
== See also ==
* ClientMode
Category:Programming
Category:HUD
ModelDoc Editor

enables an end-user to create, view, and edit models, all in a single tool. It is the successor to .
== Launching ModelDoc Editor ==
Like the rest of the tools, ModelDoc Editor can be opened in a variety of ways. You can:
* Launch an empty session via the ModelDoc Editor icon from the Asset Browser:
*:
* Launch an empty session through the Tools menu. This menu is visible within all tools:
*:
* Finally, you can open a model directly from the Asset Browser. Simple double-click a model in the Asset Browser, OR right click on it, and select Open in Model Editor:
*:400px
== Understanding ModelDoc ==
ModelDoc uses a node-based system for putting together models, but maybe not in the way you'd think. Nodes are stored in the Outliner, which is organized by Categories, each with their own unique settings and properties that are worth taking a once over.
To preview your model as you're working on it, you have to manually compile it, using the Needs Compiling button.
To add a mesh to your model, you will need to right click the Outliner, and add a Mesh Node to your model. This can be done by either finding the desired mesh node (usually RenderMeshFile) or more easily, clicking the "Add Meshes..." button which does the same thing.
Now, click the "Compile Model" button and your model should render! Usually though, your model won't spawn with it's textures, as it'll look for materials that aren't there. To override your materials from the .fbx file, add a new node called "DefaultMaterialGroup" which will override your default materials.
This is the most basic setup for compiling a model. You can now load it in Hammer, S2FM, or whatever tool you wish to use it with. And as long as your .vmdl exists in /content/ you will be able to go back and made modifications to the model! The final compiled model will be found in your mod's /game/ folder, in the same path it's in as /content/ is.
== See also ==
* Half-Life: Alyx Workshop Tools/Modeling
Category:Tools
Category:Official Tools
Category:Official Source 2 Tools
Modelbrowser

ModelBrowser is a tool used to browse models, it works and looks exactly the same as 's model browser, but doesn't seem to cap at 30 FPS in the preview viewport unlike Hammer. The tool can be found in , , and a few other Source Engine games.
=== Syntax ===
 modelbrowser [options]
Options:
;-game
:Overrides the VProject.
== See also ==
Model
Modeling

== Utilities ==
;MDL Texture Info:A console utility that lists all the materials used in a MDL.
;Crowbar:A tool for decompiling .MDL files and making new ones (Also see: Crowbar)
;MDLDecompiler:Breaks MDL files down to their component parts.
;VTFTool: A tool to convert TGA to VTF, and back again.
;Photoshop VTF Plugin: A plugin for photoshop that can both open and save VTF files.
;Blender: An open source (free) 3D modeling package that can be used to create static and physics props.
== See also ==
* :Category:Modeling
* Modeling Sites
Category:Modeling
Modeling Sites

This is a list of sites related to modeling.
* Yobi3D - 3D model search engine. Provides 3D preview of 3D models.
* Cannonfodder's Tools - 3DSMax Importers and Exporters, Dispgen - Displacement Terrains from heightmaps, StudioCompiler - Model/Texture Compiler/Decompiler, winBSPzip - BSP Packer
* RnL Forums' Lightwave Plugins - Lightwave mesh export plugins. Not currently available, but may be in the future.
* Insects Infestation - II SDK modeling Export models to Source engine tutorials for 3DSMax, Maya, MS3D, XSI, FRAG. 
* CG Talk The largest and most useful model discussion/news site on the internet.
* Digital Tutors - Excellent video tutorials, free and packaged, for using SoftImage|XSI and Adobe Photoshop
* polycount - Articles and forums on game modeling
* Ben Mathis' modeling tutorials
* CDG.net Forums - A great resource for learning about, downloading and releasing models.
* CG Arena - Graphics and Animation Community for Digital Artists
* ShareCG.com - a large collection of free Computer Graphics resources]
* CG Cookie - an online education resource for cg artists working with various popular applications
* squarepolygon - collaboratively edited question and answer site for questions related to 3d modelling and visualisation
===See also===
* 3D Modeling Programs
Category:External Sites
Modeling props with Max

Making models in 3ds Max for Source is the same process as making models for Half-Life 1.
Build your geometry, apply a bitmap material with the same name (or names, if a multi/sub-object) as the materials that will be applied to it, and export as an .smd file.
For example, if you want your model to have a material such as materials/mymats/misc_mat_01.vmt applied to it, then in Max you would apply a bitmap material called misc_mat_01 to it. The path of the bitmap is not important, as the material path is specified in the model's .QC file. Also, the format of the image used does not matter - just the name.
Category:Modeling
Category:3DS Max
Models & Props

==Static prop models [model directory/name] outside the map [coordinates]==
At the present time, this error also seems to come up in some Valve official vmfs as well. In some cases this can simply be ignored, but this error is generally attributed to a large leak and the models noted are closest to the leak noted. It would be a good idea to go and check out the coordinates in your map to see if any leaks are actually there.
==Error loading studio model [model directory/name]==
This simply means that the compiler cannot find the model in the directory with the name you specified. Check your spellings and paths for models. This can arise when using Counter-Strike: Source models in a Half-Life 2 configured Valve Hammer Editor and vice versa.
Category:Compile errors
Models (C++)

There are several representations of a model in Source:
; Model index
: An integer unique to each model. Same on all clients as the server. Acquired from the return value of PrecacheModel() on the server and after that CBaseEntity::GetModelIndex() on both client and server.
; model_t
: A handle to an internal engine representation of a model. Can be passed to engine functions, but does nothing on its own. Shared between all instances of a model.
; CStudioHdr
: A MDL file mapped to memory...but each entity has a different one? Can be queried for all sorts of data, but not modified. Despite being an engine class all source code is in the mod SDK.
; ModelInstanceHandle_t
: Client-side handle to a model instance. Used by the model rendering system.
Category:Programming
Category:Modeling
Models Not Appearing In-Game

This can occur in two different circumstances:
First, make sure you haven't accidentally altered the fade distances of the model so that it is immediately fading out without rendering. Open the Object Properties dialog for the prop entity, and look at the Start Fade Dist and End Fade Dist keyvalues. These values control the distance at which a prop will fade out, to help control performance. To set a prop to never fade out, set the Start Fade Dist to "-1" and the End Fade Dist to "0". These values can also be set by the concentric circle helpers surrounding the prop entity in the 2D windows.
Another possibility is that the wrong prop type is chosen for the model you're using. If you use a prop_static entity, and then specify a model that has physics properties (which should be a prop_physics), the engine will delete the model. To fix this problem, either switch the entity to prop_physics, switch the entity to a prop_dynamic_override, or change the model to one that does not have physics properties. See Prop Types Overview for more information on the different types of prop entities.
Category:Level Design FAQ
Models Not Showing In-Game

A common problem here is 'fade distances'. The default is usually also a very small number, meaning it needs to be altered for the object to stay and be seen in game. The fade distance is control by the little while circle inside the model when you have the model selected. To fix this, right click on the model in Hammer and select 'Properties' and now change the value in 'Start Fade Dist/Pixels" to "-1" and "End Fade Dist/Pixels" to "0".
Another fairly common cause of this is that some models can only be used as certain kinds of props or in certain kinds of situations. For instance, not every model can be a 'prop-physics'. This error can be noted in the console as a red-highlighted message. This message will give you more details about what kind of group or what kind of "prop_" the model can be. For more information on these different kinds of props, read up on prop_physics, as well as prop_dynamics.
Category: Compile errors
Modifying Source GameUI

Changing the appearance of Source's GameUI is as easy as changing the values in the SourceScheme.res file using any text editor. If you have not started to create your own Half-Life 2 mod you will need to download the file from here. You will need to move the SourceScheme.res file into a game's resource folder or your mod's folder, replacing the file if it already exists.
Let's take a look at changing the color of all GameUI elements to a blue tint. Open the SourceScheme.res file in notepad and scroll down to about line 70 you should see something like this...
Frame.TitleTextInsetX			16
Frame.ClientInsetX				8
Frame.ClientInsetY				6
Frame.BgColor					"160 160 160 128"	[$WIN32]
Frame.BgColor					"80 80 80 192"		[$X360]
Frame.OutOfFocusBgColor			"160 160 160 32"	[$WIN32]
Frame.OutOfFocusBgColor			"80 80 80 192"		[$X360]
Frame.FocusTransitionEffectTime	"0.3"							// time it takes for a window to fade in/out on focus/out of focus
Simply change the values for Frame.BgColor to 160 160 255 128. Colors are ordered 'RGBA' (Red-Green-Blue-Alpha). Now save the file and run your mod. You now have a blue tinted GUI.
Category:Tutorials Category:Modding
Modo

is a discontinued 3D modeling application created by Luxology (former developers of Lightwave). Modo is known to be used at Valve. It has extensive mesh editing capabilities and character animation tools. It was available on Windows and OS X.
== Configuration ==
Properly exporting models requires you to set the unit system to Game Units for the model to scale properly. Meters per Game Unit should be set to 1.0 to avoid additional conflicts. 1 Game Unit in Modo is equivalent to 1 Game Unit in Hammer.
Models built with Metric or English units will appear 1/1000 their actual size in-game. If you have already built your model and need to convert it to Game Units, the easiest method is using the Absolute Scale tool to automatically reset the scale of the model.
== Native Exporting ==
Static models without collision meshes can be exported to OBJ file format and compiled natively with Studiomdl, without the need for exporting to SMD file format. OBJ support was introduced with The Orange Box tools, and currently only supports static meshes.
Collision meshes are not supported in OBJ file format and will produce errors if included.
== Plug-in Exporting ==
*SMD Exporter by Talon
== External links ==
*Luxology Modo Official site (From the Internet Archive)).
*Luxology Forum Official forum for discussions on Modo (From the Internet Archive).
Category:Third_Party_Tools
Category:Modeling
Category:Modo
Momentary rot button

It is designed to be used for rotating wheels, where the player can rotate them to arbitrary positions before stopping.
== Keyvalues ==
:
Value	Description
0 	None
1 	Big zap & Warmup
2 	Access Denied
3 	Access Granted
4 	Quick Combolock
5 	Power Deadbolt 1
6 	Power Deadbolt 2
7 	Plunger
8 	Small zap
9 	Keycard Sound
21 	Squeaky
22 	Squeaky Pneumatic
23 	Ratchet Groan
24 	Clean Ratchet
25 	Gas Clunk
== Flags ==
:
== Inputs ==
== Outputs ==
== See also ==
* func_button
* func_rot_button
Momentary rot button (GoldSrc)

It is designed to be used to control momentary_door, where the player can rotate them to arbitrary positions before stopping. Or, another momentary_rot_button. The door moves relative to the position of the momentary_rot_button controlling it. i.e., if the player lets go of the button, the door begins to close.
==Key Values==
:
# 	Description
0 	None
1 	Big zap & Warmup
2 	Access Denied
3 	Access Granted
4 	Quick Combolock
5 	Power Deadbolt 1
6 	Power Deadbolt 2
7 	Plunger
8 	Small zap
9 	Keycard Sound
21	Squeaky
22	Squeaky Pneumatic
23	Ratchet Groan
24	Clean Ratchet
25	Gas Clunk
== Flags ==
Category:Entities
Momentum Mod

is a standalone game that focuses on the momentum-based game modes found in various and related games such as , , and . It includes native support for Accelerated Backwards Hopping (), Bunny-Hopping (), Concussion Grenade jumping (), and Rocket/Sticky jumping(). Built on , it contains numerous improvements, such as native support for DX11, Physically Based Rendering, and support for models and maps from all engine branches, allowing maps from different games to be played together.
== Features ==
; Native support for many Source, GldSrc, and Quake engine movement-based game modes.
: Supported game modes include (as of 0.9.23):
:* Accelerated Hop
:* Bunny Hop
:* Concussion Grenade Jumping
:* DeFRaG
:* Rocket Jump
:* Sticky Jump
:* Surf
; Powered by 
: All features in the Strata Source engine branch, including support for Portals, are enabled.
=== Planned Features ===
* Tricksurf: A spinoff of surf where the player must maneuver to various parts of the map to complete "tricks".
* Parkour: A game mode using Titanfall 2's parkour and wallrunning movement mechanic to get around maps. 
* Climb: A game mode where players climb objects and use well-timed jumps and strafes to traverse maps.
==External links==
* https://momentum-mod.org/
Category:Strata_Source_engine_branch_games
Monster

All NPCs are referred to as "monsters" in , , and . This includes both enemy and allied NPCs. Multiplayer bots are not considered monsters, as they are players.
 changes most "monster" terminology to "NPC", but some remnants exist, such as the contents flag for NPCs (), and the leftover entity. also retains the entity classname prefix for backwards compatibility (but uses HL2's "NPC" terminology internally).
Category:Glossary
Category:GoldSrc Glossary
Monster alien controller (GoldSrc)

A monster_alien_controller is a hostile alien NPC with the ability to fly and shoot purple energy projectiles at the player. Because an Alien Controller is a flying monster entity, it requires info node air point entities to navigate properly. Unlike most monster entities, an alien controller is not gravity affected, meaning that if it is placed mid air in the editor it will spawn at that location mid air in-game.
==Key Values==
==Flags==
* 1 : "WaitTillSeen"
* 2 : "Gag"
* 4 : "MonsterClip"
* 16: "Prisoner"
* 128: "WaitForScript"
* 256: "Pre-Disaster"
* 512: "Fade Corpse"
==Related Entities==
* monster_alien_grunt
* monster_alien_slave
* monster_nihilanth
* Info node air
Category:Half-Life
Category:Half-Life 1 Entities
Category:Level Design
Monster alien grunt (GoldSrc)

The soldiers of the Xen aliens. It uses the hivehand as a weapon and wears armor that reduces the amount of damage it takes.
==Key Values==
==Flags==
* 1 : Wait Till Seen
* 2 : Gag
* 4 : Monster Clip
* 16 : Prisoner
* 32 : Squad Leader
* 128 : Wait For Script
* 256 : Pre-Disaster
* 512 : Fade Corpse
==Related Entities==
* monster_alien_slave
* monster_alien_controller
Category:Half-Life
Category:Half-Life Entities
A
Monster alien slave (GoldSrc)

Spawns a hostile vortigaunt, a small but vicious alien with the ability to claw and shoot lightning at the player or other NPCs. This monster is affected by gravity, meaning if it's positioned mid-air in the editor, it will fall to the nearest BSP brush below it when the map runs.
==Key Values==
==Flags==
* 1 : Wait Till Seen
* 2 : Gag
* 4 : Monster Clip
* 16 : Prisoner
* 32 : Squad Leader
* 64 : Ignore Player
* 128 : Wait For Script
* 256 : Pre-Disaster
* 512 : Fade Corpse
==Related Entities==
* monster_alien_grunt
* monster_alien_controller
Category:Half-Life
A
Category:Half-Life Entities
Monster barney (GoldSrc)

thumb|right|250px|Original and High-Definition models
The Black Mesa Security personnel. This entity's design was later used for Barney Calhoun in Half-Life 2, but is otherwise unrelated to him. Security Guards are friendly Non-Player Characters (NPCs) that will assist the player by following them around and fending off enemies using a pistol with unlimited ammo. They wear a protective vest allowing them to take a reasonable amount of damage. Like the monster human grunt's mask, their helmet is completely bullet proof to low-caliber rounds. Only two friendly NPCs can follow the player at one time, the player can bring along two security guards, two scientists, or one of each. If the player already have two allies and tries to recruit another one, the new NPC will join the player's squad and another will leave.
==Key Values==
==Flags==
* 1 : Wait Till Seen
* 2 : Gag
* 4 : Monster Clip
* 16 : Prisoner
* 128 : Wait For Script
* 256 : Pre-Disaster
* 512 : Fade Corpse
Category:Half-LifeB
Monster barney (Zombie Edition)

The Black Mesa Security personnel. Hostile NPC. Unlike vanilla barney, here he uses various weapons. 
==Key Values==
:
Value	Description
-1 	Random
0 	White
1 	Black
:
Value	Description
-1 	Pistol
2 	9mmAR
3 	Shotgun
==Flags==
* 1 : Wait Till Seen
* 2 : Gag
* 4 : Monster Clip
* 16 : Prisoner
* 128 : Wait For Script
* 256 : Pre-Disaster
* 512 : Fade Corpse
Category:Half-LifeBCategory:Half-Life Zombie Edition
Monster barney dead (GoldSrc)

A Monster_barney_dead places a Security Guard character model in a map in 1 of 3 poses, On stomach, On side, or On back, making it appear as a dead security guard. When the map compiles the entity automatically falls onto the brush directly below it, meaning it isn't required to place the entity directly on the ground.
==Key Values==
; Pose <choices>
: Places the model in one of the three poses:
:* On Stomach
:* On Side
:* On Back
==Flags==
* Not in DeathMatch - this entity will not appear in the deathmatch compatible version of the map.
==Related Entities==
* monster_scientist_dead
* monster_hevsuit_dead
* monster_hgrunt_dead
Category:Half-LifeS
Monster bigmomma (GoldSrc)

thumb|right|200pxCategory:Half-LifeB
 It's the Gonarch boss from the chapter Gonarch's Lair. It uses a special type of node called info_bigmomma to navigate. The Gonarch dispenses baby headcrabs periodically. It's unknown if all headcrabs came from one single Gonarch, or if there are many.
==Keyvalues==
==Flags==