nyuuzyou/wikis huggingface dataset:
Changing the fading speed of the GUI Windows

The speed at which the GUI, or Graphical User Interface, fades in and out as well as the fading speed when switching between tabs in the HL2 GUI can easily be changed by editing SteamApps\YourMod\Resource\SourceScheme.res with Notepad or another text editor.
If you have not created the mod project and you want to edit the original Source engine game, the SourceScheme.res will have to be extracted from the SteamApps\common\SourceSDK\vpks\depot_211_dir.vpk cache file. GCFScape can be used to extract files from a GCF and/or VPK. The file needed in this tutorial can be found here: root\hl2\resource\SourceScheme.res. It will have to be extracted into the SteamApps\common\half-life 2\hl2\resource folder. For a custom mod, the file will have to be extracted to SteamApps\YourMod\Resource\SourceScheme.res.
Open the SteamApps\YourMod\Resource\SourceScheme.res file.
On Line 63:
		Frame.TitleTextInsetX			16
		Frame.ClientInsetX			8
		Frame.ClientInsetY			6
		Frame.BgColor				"160 160 160 128"
		Frame.OutOfFocusBgColor			"160 160 160 32"
		Frame.FocusTransitionEffectTime		"0.3"	// time it takes for a window to fade in/out on focus/out of focus
		Frame.TransitionEffectTime		"0.08"	// time it takes for a window to fade in/out on open/close
		Frame.AutoSnapRange			"0"
The speed at which a window fades in and out can be changed by editing the value Frame.FocusTransitionEffectTime. A good value to set it to would be 0.08.
The fading speed when switching between tabs is located at Line 117:
		PropertySheet.TextColor			"OffWhite"
		PropertySheet.SelectedTextColor		"White"
		PropertySheet.TransitionEffectTime	"0.08"	// time to change from one tab to another
The value PropertySheet.TransitionEffectTime can be changed to 0.08.
Save your changes in order to see this effect.
Category:Tutorials Category:Programming
Changing the viewmodel bob

Viewmodel bob is the "movement" of your weapon whenever the player walks, runs, or moves. It's not hard to change it and all it requires is changing some values in one file.
== basehlcombatweapon_shared.cpp ==
Go to this file and scroll down until you find "AddViewModelBob". You should see values for LaternalBob, Vertical bob, and "Z bob". Change those to whatever and compile, your weapon should have different viewmodel bob.
To do: add an example.
Category:tutorials
Char

char is the amount of memory needed to store one ASCII character. On architectures that Source supports, this is one byte or eight bits.
char MyChar = 'T'; // single quote marks
Arrays of char or wchar_t are known as strings, and are used to store text. char* means a pointer to a char, which is almost always the start of a string.
== See also ==
* String
* wchar_t
Category:Variables
Category:Glossary
Character (shader)

Shares most generic parameters of VertexLitGeneric. It takes advantage of mask textures to tune rimlighting, phong shading and other parameters.
== Supported Parameters ==
===Textures & Masks===
;
: Diffuse mask.
;
: Normal map.
;
: Specular reflection mask.
;
: Red channel - $rimlight mask
: Green channel - Phong Albedo mask
: Blue channel - $metalness mask
: Alpha channel - $warpindex mask
;
: Red channel - Shadow saturation mask
: Green channel - Angle of Anisotropy,as if the mask value > 0.the mask value * 3.14159 to get angle .
: Blue channel - $envmap light scale
: Alpha channel - Retroreflectivity
;
: Phong warp texture.
;
: BlinnPhong&AmbientReflection fresnel mapping texture
===Unique Envmap Parameters===
===Unique Phong Parameters===
===Unique Rimlight Parameters===
===Ambient Reflection Parameters===
===Shadow Parameters===
===Miscellaneous Parameters===
Character Creation Overview

Character Setup Overview
* Describes how to prepare and compile a character for use in the Source engine, using the SOFTIMAGE|XSI Mod Tool.
Making Changes to Your Character Model
* Describes how to prepare models that you've modified, before re-exporting them in Source engine formats.
Rigging your Custom Character
* Describes how rigging works in XSI.
Weight Map Editing
* Describes how to make minor weight map corrections in XSI.
Character Textures and Materials
* Explains how the Source engine accesses textures, and how to structure your texture directories accordingly.
Character Facial Animation Shapekey Set
* Lists the facial animation shapekeys required by the Source engine (with images).
Eye Position Setup
* Explains how to manually get and format the eye position data required by the Source engine.
Category:Modeling
Character Facial Animation Shapekey Set

All expressions are done with the lips in neutral position (slightly parted to avoid vertex welding) and the jaw in a neutral position (open 1/16 to ¼ of an inch).
Expression ranges are; trace, slight, marked, pronounced, extreme, and maximum. Unless otherwise stated, all versions should be the position you would consider "marked".
00. Reference frame - Vertex positions must match physique/mrm file. 	
01. Upper lid lowerer - Upper lid in eyes-closed position. 	
02. Upper lid raiser - Upper lid in eyes-wide-open position. 	
03. Lower lid lowerer - Lower lid in eyes-wide-open position. 	
04. Lower lid raiser - Lower lid tightened and raised. 	
05. Upper eyelids, Half-Closed 	
06. Inner brow raiser - Inner portion of eyebrows raised. 	
07. Outer brow raiser - Outer and/or center portion of eyebrows raised. 	
08. Brow lowerer - Entire brow lowered, and pulled. 	
09. Brow raise - Entire brow raised. 	
10. Lip Corner Puller - Smile with mouth closed. 	
11. Lip Corner Puller - Smile with mouth closed. 	
12. Open Mouth Smile 	
13. Frown - pull corners of the mouth down. 	
14. Chin Raiser - push up lower lip and chin muscle. 	
15. Lip Raiser - raise upper lip. 	
16. Sneer, Left 	
17. Lower Lip Down 	
18. Cheek Raiser - The cheek motion part of an eye-squint. 	
19. Nose wrinkler - Wrinkle your nose, but don't open your mouth. 	
20. Mouth closed - Lips held together in relaxed position, compensating for neutral anti-vertex-weld gap. Jaw neutral.	
21. Lips part - Lips relaxed open, jaw neutral. 	
22. Lip Puckerer - Lips making the "oo" sound in "fool", jaw neutral. 	
23. Lip Funneler - Lips funnel outwards, making the "ir" sound in "flirt". Jaw neutral. 	
24. Lip Stretcher - Lips pulled laterally into a "flat" smile. Jaw neutral. 	
25. Lip Bite - Upper teeth biting the lower lip, used to make the "f" and "v" sound. Jaw neutral. 	
26. Lip Presser - Lips pushed together, making the bilabial stop "b", "m", and "p". Jaw neutral. 	
27. Pucker, Closed Lips 	
28. Nostril Dilator - Flare out the nostril wings. 	
29. Blank 	
30. Jaw Clencher - Lips neutral, teeth (molars) touching. 	
31. Jaw Dropped - Lips neutral, jaw drop is marked but not extreme (1 inch to 1 ½ inches). 	
32. Mouth stretch - Jaw position same as Jaw Dropped, but mouth is relaxed and open as wide as jaw. 	
33. Jaw Dropped - Extreme. 	
34. Mouth stretch - Extreme. 	
Category:Modeling
Character Textures and Materials

For an overview of materials and their creation, see :Category:Material System.
== QC commands ==
*:Category:QC_Commands#Textures
== Shaders ==
*VertexLitGeneric
*Eyes
*Teeth
== Shader parameters ==
*$phong
*$flesh
*$halflambert
*$model
*$selfillum
Category:Modeling
Category:Material System
Charger

By default the AI director tries to spawn him anywhere around survivors (SPAWN_SPECIALS_ANYWHERE spawn set). Charger spawns with his melee ability weapon_charger_claw and ability_charge which controls his special ability. Charger's special ability can be affected by .
==ConVars==
z_charge_duration : 2.5 : , "cheat", "rep", "cl" : 
z_charge_impact_angle : .7 : , "sv", "cheat" : 
z_charge_impact_radius : 120 : , "sv", "cheat" : 
z_charge_interval : 12 : , "cheat", "rep", "cl" : 
z_charge_max_damage : 10 : , "cheat", "rep", "cl" : 
z_charge_max_force : 800 : , "cheat", "rep", "cl" : 
z_charge_max_speed : 500 : , "cheat", "rep", "cl" : 
z_charge_min_force : 550 : , "cheat", "rep", "cl" : 
z_charge_prop_damage : 20 : , "sv", "cheat" : 
z_charge_start_speed : 250 : , "cheat", "rep", "cl" : 
z_charge_tooshort : 0 : , "cheat", "rep", "cl" : 
z_charge_warmup : 0.5 : , "cheat", "rep", "cl" : 
z_charger_allow_shove : 0 : , "sv", "cheat" : 0 = Cannot be shoved, 1 = Can be shoved
z_charger_health : 600 : , "sv", "cheat" : Charger max health
z_charger_impact_epsilon : 8 : , "sv", "cheat" : 
z_charger_limit : 1 : , "sv", "cheat" : 
z_charger_max_prop_force : 3000 : , "sv", "cheat" : 
z_charger_pound_dmg : 15 : , "sv", "cheat" : 
z_charger_probe_alone : 6 : , "sv", "cheat" : 
z_charger_probe_attack : 24 : , "sv", "cheat" : 
==Actions==
* ChargerAssault
* ChargerAttack
* ChargerBehavior
* ChargerChargeAtVictim
* ChargerEvade
* ChargerReturnToNavMesh
==See also==
* NextBot
* weapon_charger_claw
* ability_charge
* player
* spitter
* boomer
* jockey
* hunter
* smoker
Chasing Laser

Chasing Lasers are a custom element that is not shipped with Portal 2. It's basically a Thermal Discouragement Beam that follows the player wherever they go.
==Creation==
0.Create a new map with a basic room
1. Create a box with the minimum width and height of 64 x 64 and make it a func_tank with the following settings:
::
Property Name	Value
Name 	Tank
Pitch Rate 	30
Pitch Range 	90
2. Create an env_portal_laser and apply with the following settings:
::
Property Name	Value
Parent 	Tank
3. Create a logic_auto and give it the following Outputs:
::
My Output 	Target Entity	Target Input 	Parameter	Delay	Only Once
OnMapSpawn	Tank 	SetTargetEntity	!player 	0.00 	No
4.Done
==Theory==
In the last steps you created a laser spawn and "welded" it onto a brush that is following the player everywhere around. The Tank will follow the player even he can't be seen. The laser is non-lethal, but that can be changed in the env_portal_laser settings
==Bugs==
* When you walk up to the laser it can't damage you
Category:Portal 2 Level Design
Cheap

In game design, a cheap entity/effect/function is one that can be processed very quickly at run-time. As an example, in Source, displacement surfaces, brushes, and decals are all very cheap to draw.
Many cheap things can be drawn on-screen/simulated in the world at once, but they are generally of low visual or computational quality. Decals and other 2D images are examples of cheap objects that do not (necessarily) lack quality.
The term is also used in reference to relatively cheap processes, when more than one is available. For example, "cheap" water uses a cubemap instead of proper reflections.
==See also ==
*Budget
*Expensive
*Free
Category:Glossary
Chell

Chell is the player character in Portal and Portal 2.
==Portal==
In Portal, Chell is dressed in an orange jumpsuit and wears an Advanced Knee Replacement (also referred to as heel springs). It is revealed by GLaDOS that she is adopted. Her heel springs are destroyed when being dragged back into Aperture Science by the Party Escort Bot. Not much is revealed of Chell in Portal.
==Lab Rat==
In Lab Rat, it is revealed that Chell was originally rejected for testing. However, Doug Rattmann put her at the top of the list in hopes that she would be able to kill GLaDOS and help him escape. After, Rattmann feels bad about using Chell and saves her by giving power to her stasis chamber, but putting her in stasis indefinitely in the process. Chell's last name is redacted in the testing list.
==Portal 2==
Chell is awoken by an unknown person/system for a calibration test. She is then instructed to go back to sleep. In Portal 2, Chell wears an Aperture Sciece tank top and orange pants. Instead of her heel springs, she is wearing Long Fall Boots.
==In-game==
Unlike most Valve protagonists (except Gordon in ), Chell has a playermodel. This was required because of the portal mechanic.
Category:Portal ContinuityCategory:Portal
Chicken

==Entity Description==
This is an animated chicken. It moves around and plays some sounds by itself.
* A player can it to make it follow them. When a new round starts, the chicken is preserved and spawns near its "owner". When it dies, the "owner" is notified in the chat.
* It is normally spawned with , but directly placing this entity will not require a Navigation Mesh.
* It is one of the preserved entities, so if this entity is map placed and killed, it will not respawn, even between rounds. Use pet_entity to get around this.
* Chickens spawn independently around the map in the game mode.
The chicken model has multiple color variants that can be set with this entity's skin KeyValue and/or Input with a value within 0-4.
== Keyvalues==
:* 0 : Default
:* 1 : Party Hat
:* 2 : Ghost
:* 3 : Sweater
:* 4 : Bunny ears
:* 5 : Pumpkin head
== See Also ==
* 
*
Chisel

Chisel is a Godot based level editor for in development.
== Drawbacks ==
*Doesnt support VMF, MDL, VMT
*User needs to compile the project themselves
== Requirements ==
=== Hardware requirements ===
*GLES3/OpenGL 3.3+ Supported hardware
=== Global Development requirements ===
*a C# supporting IDE
*Godot v3.x (>=3.4.4)
=== Source Engine specific requirements ===
*VTFLib
*VBSP, VRAD, VVIS to allow compiling maps to function
== External links ==
*On Github
Choosing Player Models

:See KeyValues for the file format.
In , custom maps can be configured to use different player models, or a variety of player models, for the Terrorist and Counter-Terrorist teams. These models are specified in a <mapname>.kv file that lives in the csgo/maps/ directory.
== Creating a .kv file ==
If this is the content of csgo/maps/de_example.kv, thende_example.bsp will use Anarchist and Swat player models.
The .kv file is simply a text file that shares a name with the map, with the .txt extension changed to .kv.
For example, if there were a custom map called de_example.bsp in the Counter-Strike Global Offensive/csgo/maps/ folder, then there should be a file called de_example.kv in the same folder.
The .kv file contains a list of key/value pairs formatted similarly to other text files used by the source engine, such as VMT files for materials.
As can be seen in the example on the right, it is possible to configure a map to use a variety of world player models for each team.
Unlike in previous Counter-Strike games, the player's model is chosen randomly from this list, instead of allowing the player to choose.
=== Syntax ===
See the example on the right. The first word in quotes must be the map's filename.
The key of each KeyValue inside "t_models" and/or "ct_models" is supposed to be the path to a player model. If <model> is such a key, then the game will try to use the first of the following models that exists:
# csgo/models/player/custom_player/legacy/<model>.mdl
# csgo/models/player/<model>.mdl
# csgo/models/error.mdl
The value of each of these KeyValues is ignored, so it can be left empty.
=== Relation to Gamemodes.txt ===
The information of this file will to some extent be merged with csgo/gamemodes.txt. The official maps don't have a csgo/maps/<mapname>.kv file as their content is already in gamemodes.txt. The map list in that file can be extended with gamemodes_server.txt according to the following example. 
== Model List ==
These excerpts are set up so that one block represents a commonly used group of models.
The other custom player models can also be used. In the lists below, they are named but commented out (//) to retain a commonly used group of models.
=== Counter-Terrorist Models ===
{| class=wikitable style=margin-right:2em	FBI	
GIGN 	 	
GSG9 	 	
IDF 	 	
SAS 	 	
SEAL Team 6 (default)	 	
SWAT 	 	
=== Other Models ===
Heavy Phoenix 	
Heavy CT() 	
Jumpsuit() 	
SEAL Frogman () 	
Gendarmerie Nationale () 	
Guerrilla Warfare () 	
Zombie 	
Georgian Riot Police (Obsolete) 	
Military Police Special Services Company (Obsolete)	
Yakuza (Obsolete) 	
Heavy Riot (Obsolete) 	
== External links ==
KV File Writer: A gui tool that streamlines setting up and saving a CT vs T .kv
* Creator's Page
* FPSBanana
Web-based KV File Generator: A web-based utility that generates a .kv based on user input.
* kvFileGen.appspot.com
Category:Counter-Strike: Global Offensive
Category:Level Design
Category:Plain text files
Choreography Tool

The Choreography tool, or Timeline, is the main interface component of Faceposer. It is used for sequencing expressions and other acting cues and previewing what the scene will look like in the engine. A scene can refer to multiple actors and thus can be used to block out fairly complicated interactions and dialogue between game characters.
*See Choreography creation for a step-by step guide to creating choreography in the Source engine.
*See Choreography Tool reference for a quick-reference guide to the Timeline.
Category:Choreography
Choreography creation/Creating Events

The bulk of choreographing involves the creation of Events. Events are chunks of the Timeline that tell an actor to perform an action, be it an animation, an expression, an AI trigger, a command to move to another entity, or something else. This article will cover how to create and manipulate them in a general sense, with a series of sub-articles giving specific information about the major type groups.
__TOC__
==The Timeline==
The Timeline is the main FacePoser dialogue. It displays the complete chronology of your scene and by default takes up the bottom third to half of the screen. A similar interface is used everywhere where time needs to be displayed (these lesser implementations will not be capitalised when referred to).
All timelines consists of the following key components:
The main Timeline also includes:
==Event creation and manipulation==
Once you have at least one Actor and Channel (see Setting up your scene), Events can be created through the Timeline context menu. Once you have entered a name and any other required details, a new Event Bar will appear, usually salmon-coloured. You can then perform the following manipulations:
==Ramp manipulation==
The ramp should already be active, just above the Timeline, but if it is not double-click on it in the tab tray along the very bottom of the FacePoser window or select Window > RampTool from the menu strip at the top.
This tool allows the overall intensity of the Event to be altered through a smoothed graph. To create a Ramp Point, Ctrl+Click somewhere to the left of the blue line. If you can't see the line, zoom out with the scroll wheel or resize the dialogue until you can. You can add any number of ramp points, all of which can be moved up or down (intensity) by dragging them with the left mouse button, left and right (timing) by dragging with the right mouse button, and in both axes at once by holding Ctrl and dragging with either mouse button. FacePoser will automatically generate a curve between your points that dictates the Event's intensity at that point in time. This curve has been calculated to provide a natural motion, so you should excercise care when overriding it at close quarters.
By default, the ramp graph will wind down to zero intensity at both edges. If you want it to start or end at a different level, right-click anywhere that is not a ramp point and choose the Edge Properties... option. This will let you specify an Edge Value for the Event's ramp to start or end at. You can also alter the calculation of the graph's curve, but this is very complicated and not recommended.
An event's ramp graph is displayed on the Timeline as a thin black line in the background of its event bar.
==Event types==
There are many Event types, some of which break one or more of the above rules, and most of which have their own unique settings and caveats. Each group will be covered in its own sub-article, listed here:
*Body animation
*Facial expressions
*Other Events
Category:Choreography creation
Choreography creation/Lip syncing

Faceposer's default automated phoneme extraction library is broken on Windows Vista or later due to a MS Speech API upgrade. Download this third-party fix to sort things out (bonus: newer Speech API versions give better results).
To fix the phoneme extraction on Windows 10 ( and 7 ? ) :
 - Download SourceFilmmaker
 - Copy the folder lispinc_data and phonemeextractors from "Steamapps/common/SourceFilmmaker/game/bin" into the bin folder "Steamapps\common\Source SDK Base 2013 Singleplayer\bin"
 - Start Faceposer and open the Phoneme Extractor window. 
 - Right click somewhere and select "Change Speech API > Lispinc Speech API"
Chromium Embedded Framework

Chromium Embedded Framework (CEF) is an extension of the Chromium browser rendering engine, an open-source project which is a component of Google Chrome, and since 2020, Microsoft Edge, aswell as many other .
== In relation to Valve == 
The Steam client on Windows, Linux, and macOS previously a customized version of CEF to render web content like the Store and Community. As of June 15, 2023, the entire UI was remade with web technologies and is now rendered using CEF, replacing the old VGUI interface. VGUI was not completely removed, and was kept just in case CEF stops working correctly, telling users to restart Steam, or to warn users that Windows compatibility mode is enabled.
The Source code for Valve's modified version of the Chromium Embedded Framework (and Chromium) can be downloaded
as a ZIP archive (783 MB, 24th April 2012). A patch for revision 465 of the CEF codebase is available on pastebin (280 KB) that will apply Valve's changes.
Category:Valve Open Source
Cinema 4D

WEBSITE | DOWNLOAD
 is a 3D modeling, animation, motion graphic and rendering application developed by MAXON Computer GmbH in Germany. It is capable of procedural and polygonal/subd modeling, animating, lighting, texturing, rendering, and common features found in 3D modelling applications.
== Plugins ==
* Cinema 4D Source Tools by xNWP - download
Cinema 4D Plugin for importing, exporting, and manipulating filetypes created by Valve Corporation's Source Engine. VTF Import/Export, SMD/QC Importer (ongoing development).
* I/Ogre Importer/Exporter for Cinema 4D by Red-i Productions and Keith Young - download (commercial)
This Game-Oriented DCC Tools plug-in Imports and Exports .smd files (both mesh reference and skeletal animation types) as well as Ogre3D (.mesh and .skeleton) files and MilkShape3D binary .ms3d files, allowing you to easily convert between those formats and/or develop in those formats directly in Cinema 4D. Note that this is not a "free" plug-in, but is priced with hobbiests in mind.
Category:Third_Party_ToolsCategory:Modeling
Cinematic Mod (FakeFactory)

is a modification which completely overhauls (and it's episodes) graphics to look more gritty, dark and detailed, aswell as cinematic. The mod partially replaces the original music with (or adds) orchestral scores (by Hans Zimmer) and also modifies weapon strength to resemble realistic stopping power.
== History ==
Originally, was a mod that replaces various model textures with a higher quality one, but as it's evolved, the modification later improves the entire game graphics by adding new props, models and other map modifications, aswell as new post-processing effects.
As from version 5, this mod requires 64-bit version of Windows. The reason of that is because the Source Engine limit is up to 2GB RAM use due to the executable does not have LAA enabled (which isn't affected by 64-bit executable). After the engine passing this amount of RAM used, it may crash the game. A workaround is to use this 4GB RAM patch, which would increase the 32-bit RAM limit to 3GB for 32-bit systems and 4GB for 64-bit systems.
== Development ==
Development of has been stopped due to controversy surrounding the optional NPCs models for being soft-core NSFW aswell as doesn't fit the game's lore. However, the mod continued to receiving minor unofficial patches in 2017 to 2019 respectively.
The latest version available of CM was CM2013, which was released in order to make it compatible with and then-new SteamPipe content delivery system.
== Gallery ==
FakeFactory%27s_Cinematic_Mod_-_Screenshot_1.png
FakeFactory%27s_Cinematic_Mod_-_Screenshot_2.jpg
FakeFactory%27s_Cinematic_Mod_-_Screenshot_3.jpg
FakeFactory%27s_Cinematic_Mod_-_Screenshot_4.jpg
FakeFactory%27s_Cinematic_Mod_-_Screenshot_5.jpg
FakeFactory%27s_Cinematic_Mod_-_Screenshot_6.jpg
FakeFactory%27s_Cinematic_Mod_-_Screenshot_7.jpg
== External links ==
* 
* Official site (Archived)
Category:Single Player Mods
Category:Source mods