nyuuzyou/wikis huggingface dataset:
Insurgency: Modern Infantry Combat Sky List

This is a list of skies available in the Steam caches, along with pictures of each skybox. The light_environment settings listed (Ideal Sun Angle, Ideal Brightness, etc) are suggestions based on settings used in official maps; other values may also be appropriate. To test skies in singleplayer without recompiling the map, bring up the console and enter sv_skyname <sky_name>. Quicksave the game, load it again and the old skybox should be temporarily replaced with the new one.
Skybox textures from INSURGENCY: Modern Infantry Combat. These skyboxes do not support HDR.
era_sky_01 	era_sky_01 	era_sky_01 	era_sky_01 	era_sky_01 	era_sky_01 	era_sky_01 	era_sky_01
ins_almaden 	 	-45 	 	 	 	 	0
ins_almaden (Alternate)	 	-45 	 	 	 	 	0
ins_hillah 	 	-35 	 	 	 	 	0
ins_hillah (Alternate) 	 	-35 	 	 	 	 	0
grimmnight 	grimmnight 	grimmnight 	grimmnight 	grimmnight 	grimmnight 	grimmnight 	grimmnight
ins_samawah 	 	- 	 	 	 	 	0
ins_haditha_night 	 	- 	 	 	 	 	0
haditha_sql 	haditha_sql 	haditha_sql 	haditha_sql 	haditha_sql 	haditha_sql 	haditha_sql 	haditha_sql
ins_haditha 	 	-18 	 	 	 	 	0
ins_haditha (Alternate)	 	-18 	 	 	 	 	0
karkar_sql 	karkar_sql 	karkar_sql 	karkar_sql 	karkar_sql 	karkar_sql 	karkar_sql 	karkar_sql
ins_karkar 	 	-32 	 	 	 	 	0
ins_abdallah 	 	- 	 	 	 	 	0
mino_sky01 	mino_sky01 	mino_sky01 	mino_sky01 	mino_sky01 	mino_sky01 	mino_sky01 	mino_sky01
None 	 	-55 	 	 	 	 	0
nightsky_lfw 	nightsky_lfw 	nightsky_lfw 	nightsky_lfw 	nightsky_lfw 	nightsky_lfw 	nightsky_lfw 	nightsky_lfw
None 	 	- 	 	 	 	 	0
ramadisky 	ramadisky 	ramadisky 	ramadisky 	ramadisky 	ramadisky 	ramadisky 	ramadisky
ins_ramadi 	 	-50 	 	 	 	 	0
sibenik_sql 	sibenik_sql 	sibenik_sql 	sibenik_sql 	sibenik_sql 	sibenik_sql 	sibenik_sql 	sibenik_sql
None 	 	-55 	 	 	 	 	0
sky_ascari01 	sky_ascari01 	sky_ascari01 	sky_ascari01 	sky_ascari01 	sky_ascari01 	sky_ascari01 	sky_ascari01
None 	 	- 	 	 	 	 	0
sky_day01_07_fog 	sky_day01_07_fog	sky_day01_07_fog	sky_day01_07_fog	sky_day01_07_fog	sky_day01_07_fog	sky_day01_07_fog	sky_day01_07_fog
ins_sinjar 	 	-40 	 	 	 	 	0
sky_insurgency03 	sky_insurgency03	sky_insurgency03	sky_insurgency03	sky_insurgency03	sky_insurgency03	sky_insurgency03	sky_insurgency03
ins_baghdad 	 	-20 	 	 	 	 	0
sky_insurgency04 	sky_insurgency04	sky_insurgency04	sky_insurgency04	sky_insurgency04	sky_insurgency04	sky_insurgency04	sky_insurgency04
None 	 	- 	 	 	 	 	0
stormydays 	stormydays 	stormydays 	stormydays 	stormydays 	stormydays 	stormydays 	stormydays
ins_samawah_day 	 	- 	 	 	 	 	0
Category:Skybox
Integer

An integer is a that stores a whole number, or in other words, a number without a decimal point. It is declared as:
 int someIntegerName;
A standard integer is also know as a 32-bit integer. Alternative types of integer are short, which is a 16-bit integer taking up half the memory and with a half the range of values it is capable of storing, and long, a 64-bit integer with double the range of values and double the memory usage, or sometimes even char
Additionally, integers, shorts and longs can be declared as unsigned, this identifier eliminates the variable's ability to store negative values and doubles its capacity of positive values. Therefore if you know you wont need any negative values, an unsigned short will have just as good a range of values as an int, and with half the memory usage.
The following are all valid:
 int normalInteger;
 unsigned int positiveInteger;
 short shortInteger;
 unsigned short positiveShort;
 long longInteger;
 unsigned long positiveLong;
Remember, if you want to store a value that is always negative, just use an unsigned type and then stick a negative sign in front of it!
 unsigned short health = 100;
 unsigned short attackEffect = 13;
 unsigned short recoveredHealth = 5;
 short netChange = recoveredHealth - attackEffect;
 health += netChange;
== See also ==
* Reals
== External links ==
* Integer - a Wikipedia article on the subject.
Category:Variables
Category:Glossary
Category:English
Interior Fences BTS

==Introduction==
This guide will show you how to properly create interior fences.
==Fence Model Sizes==
Not all fence props are the same size. Here's a list of the fence sizes that Portal uses:
*models/props_wasteland/interior_fence003b.mdl - 120l*120h
*models/props_wasteland/interior_fence003d.mdl - 64l*120h
When creating the fences, you'll have to lower your grid size a bit so they don't float.
==Fence Creation==
Create a prop_static entity and set its model one of the fence models and Disable the Shadows.
If you do not intend to detail your fence, you can be done here. 
==Fence Doors==
Some fences have doors and they have a unique fence structure.
Create a prop_static entity and set its model to models/props_wasteland/interior_fence003e.mdl and Disable the Shadows.
Create a prop_static entity and set its model to models/props_wasteland/interior_fence001g.mdl and Disable the Shadows.
Another fact about doors is that instead of them being centered, they are always on the side of the interior_fence003d fence prop. If the fence you are putting up is 256 units tall, make sure the 128 unit fence above the the door is split into interior_fence003d models.
Position the models with the other fence props.
Create a prop_physics entity and set its model to models/props_wasteland/prison_padlock001a.mdl.
Go to flags and tick
*Motion Disabled
and untick
*Generate output on +USE
Position the lock with the door handle. You don't need a lock on both sides, but they are typically put on the side the player will first walk across them. 
== See also ==
* Portal Level Creation
Category: Portal
Category: Level Design
Category: Tutorials
Intermediate Level Design

==Introduction==
This is to be a continuation to the tutorials from Your First Map. The purpose of these tutorials is to introduce you to the rest of the information on the wiki and finish teaching you all the basics of using Hammer to a high enough level that you can achive any effect or learn how on your own. The tutorials assume your familiar with the first room tutorials and will more often link to articles that explain features rather than explain them again. If you ever wondered things like "how entities work" or "how to make a corridor" these will be the tutorials for you.
==Content==
* Designing a Level
* Hammer in Depth
* Intermediate Construction
* Entities in Depth
* Intermediate Lighting
* Detailing Environments
* Optimization
* Troubleshooting
==After you're done==
The next step is simple: Learn and enjoy. While all the basics are now present there is still a lot to learn and practice. you have the skills to have fun but you may still need to figure out a few more things. Below is a list of some good resources for further education and information, and welcome to level design for source.
* Abstract Mapping
* EditLife (offline, partially accessible via Wayback Machine)
* WaveLength
* TF2Maps.net (TF2 Mapping Only)
* FPS Banana Tutorials
Category:Tutorials
Category:Level Design
International Sites

This page lists Half-Life and modding related sites at which languages other than English are spoken.
== Languages ==
=== Russian ===
* Half-Life Inside - Russian site "everything about Half-Life universe".
* Source Inside - Russian site about Source engine.
* SRCDS Russia - Everything about dedicated Source servers. Russian site.
=== German ===
* MappingBase.de
* hlmaps.noskill.pl
== See also ==
Category:External Sites
Introduction to AI

AI stands for Artificial Intelligence and controls the behavior of all but the simplest of NPC actions in the Source engine. Regardless of how easily you might have torn through the Combine it won't be long after you start working with Source's AI that you recognise its power, intelligence and flexibility. This introductory guide will give you a brief overview of the AI from the implementation perspective. Please be aware that there is currently no official AI documentation: nearly everything you see in this category was researched and written by the community. This means mistakes and omissions are inevitable.
==Map Components==
The following are all entities or groups of entities a level designer might place in a map to manipulate the AI. A map doesn’t require any of them for the AI to function, but the more the better.
===Nodes===
These give the AI bearing in the world besides other NPCs or the player. They are required for all but the simplest of AI actions. When combined, these nodes form a node graph and act as a "roadmap" for NPCs. Info_nodes are required for enemies on the ground, and info_node_airs are required for enemies that fly.
===Path_corners===
The most direct way of influencing AI is through the path_corner entity. It bluntly instructs the NPC to go to it, and they do so in the most direct manner possible.
===Goals===
Goals give the AI a task to fulfill in a semi-scripted manner. For example, a metrocop guarding a doorway.
===Hints===
Hints give AI contextual pointers that it would not be able to work out on it’s own: areas safe to crouch and reload, objects of interest, or even places for birds to perch.
===Assaults===
Assaults are the less scripted and combat orientated sisters of path_corners. Use them to move NPCs while retaining their tactical routines.
===Standoffs (Battle Lines)===
Standoffs give AI the specific instruction to fight hostiles. When in a standoff, NPCs will cooperate in holding certain areas while advancing into others. Standoffs are a method of battle management for Source games.
===Squad Name===
Organize your NPCs into squads for increased efficiency and teamwork. Squads will share information on their surroundings and take turns covering each other. Applied to each individual npc entity under class info.
===Miscellaneous===
Other components including relationships, speech, and more.
==General AI Events==
Category:AI
Invalid brush

An invalid brush is a brush that cannot exist within Hammer or that cannot be processed by vbsp to form valid in-game geometry. 
Hammer provides a built-in error checker that will find most invalid brushes. Press Alt+P or navigate to Check for problems under the Map menu to launch it.
Invalid brushes will often appear to change between saving and reloading maps due to Hammer's automatic fixing process (which also causes a shape to appear to change when clipped). 
== Causes ==
There are three categories of problems that cause invalid brushes:
=== Concave Shape ===
See concave for a description of concave shapes. To fix a concave shape, either adjust the vertices until it is no longer concave, or use the clip tool to split the brush into two or more brushes.
=== Floating vertices ===
Floating vertices are basically any vertices with fewer than three adjacent faces. Without those three adjacent faces, it is impossible for a brush to enclose an area. If the brush shape is not continuous and has holes then it cannot be defined by the algorithms used in Hammer. Fixing it requires merging vertices to cover the holes.
=== Improperly defined faces ===
An improperly defined face refers to any face that is not flat or has no surface area. All points on a face should exist in the same two dimensional plane. The plane can be at any rotation, but they need to exist on the same plane. It determines what planes are possible by sampling three sequential points from the face. If one or more vertices don’t line up with the rest it will cause errors. The face ends up unable to determine which two dimensional plane it exists in as sampling different points finds different planes. Fixing it requires the definition of new edges to give each face its own plane, or manipulation of the vertices to line up.
Category:Level Design
Category:Glossary
Invisible Textures

thumbnail|This is an example of invisible textures.
Invisible Textures are caused often by having too many clipped surfaces on the brush which corrupts the resulting .bsp. To solve this you can attempt to delete as many clipped surfaces on the brush as possible while leaving the original look intact, or deleting the brush and re-creating it using simpler techniques.
An alternate solution would be to tie the brush to a func_brush entity if the specific look must be kept.
Iron Sight Mod

WARNING! THIS TEXT WILL CONTAIN ERRORS! ENGLISH IS NOT MY FIRST LANGUAGE. You have been warned!
Iron Sight: Source is a work-in-progress PvP and RolePlay-oriented morpg-styled mod. The player is set in a not so far future where a war is waging to control a self-productive island called "Island Metropolis".
== Concept ==
A lot of questions appeared in my head when I started to think about this mod. While a lot of Half-life 2 mods are meant to be round-based game, I wanted to do something different. I also worked on a pen-and-paper rpg at high school with the simple name of "Iron Sight".
When I started working on the mod, I had to answer two questions: "What thing will push players to stay in the game?" and "What is the reward of doing PvP in the game?". Both questions were answered with one sentence: "Gaining advantage."
The core of the game is to fight the enemy faction. If you are Phoenix, you must fight the Iron Sights. If you are Iron Sight, you must fight the Phoenix. Each factions have their own base and outpost that have great stuff in. For example: I just finished the base design of the first Phoenix base. The main building have two floors. On the second floor, there are ammo crates that might help you to fight whoever you are currently fighting. So when the Iron Sight attack this base, it is not just to rack up kills and cash... They are attacking the base to take this precious advantage wich are the ammo crates.
Another interesting faction that will be added are the Civilians. This faction is not meant to fight. The Civilians were created to craft and sell equipement. Warehouses will be spread in the world and will contain crafting ressources. With these ressources, Civilian will be able to craft thing such as weapon, ammo, healing items, etc. Iron Sight or Phoenix will need to count into the Civilians to make stuff for them... or the civilians can just set up a shop and sell their items for credits (The in-game cash). Hostage situation might be something that will happen.
The mod is aimed to be a realistic shooter. The only HUD elements will be the Credit counter and the crosshair (for now). Weapons are made to look and feel like their real version.
== Planned or Added features ==
Here is a list of planned features (already added features are marked with a (ADDED) sign.
- Cash system (ADDED)
- Almost no HUD (ADDED)
- Civilian faction
- Crafting
- Local Voice Chat and Written Chat
- Custom Model made for the mod (Weapons are currently taken off the internet :( I'm not feeling good with this)
== Help Wanted ==
Iron Sight Team is currently made of 5 members but only 2 of them are very active (Me and the 2d Artist). The main reason is School (The coder perfecting his knowledge of C++).
-We are currently looking for a modeler for weapons and characters.
-We are currently looking for a coder for... well... coding!
If you are interested in the project, please drop a message at my Steam Account (theonlycamper).
-Jelemonde
Category:Help Wanted
Category:Multiplayer Mods
Isolation method

==Introduction==
The isolation method is a simplistic approach to pinpointing general errors.
It is often used when no information is given in an error such as the "cluster protal saw into cluster" error. Despite relating to a very specific point in the map no information is given as to where that point is. Isolation is a standard approach to finding this type of error.
==The method==
The method is simple and systematic. It uses the Cordon Tool to compile only part of the map at a time.
Start by isolating half the map with the cordon tool and recompiling. If at least one of the errors being tracked was found you half that area. If no errors being tracked were found you move over to the other half of the area. The approach is then repeated in the same manner until at least 1 error has been pinpointed.
==Fixing the error==
After you've found the error it often becomes the problem of finding out whats wrong within that area. The simplest approach is to back up your map at this point. Then delete the area object by object recompiling each time. As soon as an error goes away return to your backup and try deleting the last deleted object and recompiling. If the error goes away you've found the cause. Leaving the object deleted or trying to find the problem is entirley situational and up to the mapper. But you now know the cause and can stop the error.
==Conclusion==
With generic errors this is often the best approach to take. Depending upon your computer and map multiple recompiles may be time consuming but it will only get faster each time. Plus the ability to fix errors yourself and not wait for two days on a forum is always a benefit. The isolation method is one any mapper should be familiar with.
Category:Level Design
It/Developer console

The console provides a command-line interface for the advanced configuration of Source games. Just about any configuration task can be completed from the console, and in fact many have to be.
== Abilitare la console ==
La console inizia disabilitata per impostazione predefinita. Per abilitarla, carica il gioco e visita Opzioni > Tastiera > Avanzate. Ci sarà un pop-up che includerà due opzioni, una delle quali etichettata "Enable Developer Console". Una volta abilitata, può essere aperta e chiusa premendo il pulsante sopra , conosciuto come "tilde". 
== Submitting ==
The grey box across the bottom of the console window is where commands are entered. They come in two forms: commands and variables. Commands are simply keywords, but variables ("cvars") require a value of some sort before they are accepted. When setting a cvar you might type something like this :
 mat_wireframe 1
When you've finished typing, hit or to submit. You'll see everything you type 'echoed' to the console with a preceding ].
A few notes:
* Multiple values are separated with spaces. If a value contains a space, surround it with quote marks. (e.g. say "Hello everyone on the server".)
* The console will suggest commands and sometimes values in a pop-out box beneath the input field. Press / to navigate the list and to accept the highlighted suggestion.
* Only "archived" cvars are stored after the game closes. Use if you want to set any others when a game loads.
* Some commands are serverside, others clientside. In multiplayer you can only set clientside ones.
* There are many command prefixes. The most common are cl ("clientside") and sv ("serverside").
== Useful commands ==
; find <term>
: The ever-useful find command searches console command names and descriptions for the term you provide.
; find_ent <term>
: Similar to the find command above, but searches for entities within the map by name.
; help <command name>
: Displays any help text for a command, without affecting its value.
;sv_cheats <>
: Most cvars that affect gameplay, especially in multiplayer games, are flagged as "cheats". Submit sv_cheats 1 to unlock them. 
;noclip
: Allows you to fly trough your level without player collisions. Requires sv_cheats to be set to 1.
;developer <0-2>
:Developer mode enables more verbose console output, enables cheats and the console automatically, and makes various other useful changes. If set to 2, the last few lines of console output will be printed at the top of the screen as well.
;con_log <file>
;condump
: Use one of these commands if you want to record what goes on in the console for later use. con_log writes output constantly, while condump records only when invoked. 
== See also ==
* - Per i programmatori.
* - Elenco parziale dei comandi e delle variabili della console.
* - Elenco di articoli scritti per i comandi della console.
* - Elenco di articoli scritti per le variabili della console.
It/Exporting a model

Nel Source, la geometria di un viene creata da un di terze parto. This model data must be exported to files, which are then by into Source's native binary format.
== What to export ==
There are four types of SMD:
#
#
#
# (for )
Every model needs at least one reference mesh and, even if it doesn't actually move, at least one skeletal animation (which is traditionally called 'idle').
Since all SMDs except facial animation share the same file extension, it's a very good idea to follow a naming convention when exporting. Such as:
#_ref
#_phys
#_<animation name>
#_expressions
So a reference mesh SMD might be called mymodel_ref.smd.
== How to export ==
These articles will guide you through the SMD export process in the package of your choice. Instructions for downloading and installing an SMD export plug-in (if it is necessary to do so) can be found in each.
*
*
*
*
*
Category:Italian
It/Games Supported By The Source SDK

==Giochi supportati==
Gli strumenti sviluppatore del Source supportano modifiche dei giochi seguenti:
* 
* 
* 
* 
* Counter-Strike 1.6
* 
* 
* 
* 
* 
* I tuoi Mod basati sul Source engine
==Giochi non supportati==
Il Source SDK non supporta modifiche dei giochi seguenti:
* e altri giochi che usano il suo Motore di Gioco (i.e. ). Invece, vedi Half-Life Utilities @ Valve-ERC
* . Vedi SiN Episodes on the Ritual Editing Community (Dead Link)
It/Installing and Debugging the Source Code

== Installazione ==
# Avvia il e scegli "Create Mod". Guarda per più informazioni.
# 
# Inizia con la .
Per compilare il tuo codice con Linux, guarda . Per ottenere il codice più recente guarda GitHub.
== Debugging ==
Debugging' é il processo di una persona che osserva il funzionamento del Programma. Può rivelare il motivo di crash e bug.
=== Windows ===
# Sii sicuro che stai lavorando con la configurazione Debug, anziche Release.
# Nella Solution Explorer (Microsoft Visual C++), fai tasto destro sul progetto attivo (quello col grassetto) e scegli "Properties". Non importa se stai lavorando con il server o col client.
# Nella finestra che appare scegli "Debugging".
# Cambia "Command" mettendoci il percorso del .exe che vuoi avviare (quello che si avvia quando giochi il tuo gioco/mod es. C:\Steam\SteamApps\common\source sdk base 2007\hl2.exe).
# Cambia "'Command Arguments con qualcosa simile a -allowdebug -dev -sw -game "C:\Steam\SteamApps\SourceMods\MyMod"
# Cambia "Working Directory alla cartella che contiene il .exe come quello che hai scelto su Command es. C:\Steam\SteamApps\common\source sdk base 2007
Adesso puoi preme F5 in qualsiasi momento e fare Debugging. (Se davvero vuoi fare debugging in modalitá Release, ripeti le configurazioni sopra. Ma non aspettarti che i risultati siano utili).
Il percorso sará unico al SDK usato. 
 Command: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\hl2.exe
 Command Arguments: -allowdebug -dev -sw -condebug -console -toconsole -game "C:\My_Mod\source-sdk-2013\sp\game\mod_hl2" +map my_map
 Working Directory: C:\Program Files (x86)\Steam\steamapps\common\Source SDK Base 2013 Singleplayer\
==== Run-time attachment ====
Se vuoi fare debug a un processo gia avviato, fai Debug > Attach to Process... e selezionalo dalla lista