nyuuzyou/wikis huggingface dataset:
Icon Creation

The Steam games window supports icons to be added in front of your mod. These icons are .TGA (Targa) files consisting of:
* 16x16 pixel and a separate 32x32 pixel image
* 32-Bit or 24-Bit colors
* No RLE Compression
It can be placed anywhere in your mod's directory, but you will also need to add this parameter to the gameinfo.txt file to tell Steam where it is omitting the .TGA extension:
 icon		"path/to/icon"
To have the 32x32 image be displayed next to the mod name when the game is selected, it must have the same name and path as the 16x16 image with _big at the end of the file name before the file extension.
Category:Modding
Id Tech 2

, also known as Quake engine, is an engine created by for , and later modified for . It was used as the foundation for and all subsequent engines.
id Tech 2 consists of the following two "branches":
* The , developed for and used by several other games
* The , developed for and used by several other games
Both id Tech 2 engines were later made open-source under the GNU GPL 2.0 (or later) license.
== See also ==
* , the successor to id Tech 2 developed for .
* , developed for 
Category:Id Tech
Category:Game engines
Image Hosting Sites

This is an incomplete list of websites that offer free image hosting, which may be of use to mod makers and mappers looking to promote their work.
Last updated: May 17, 2023
* Flickr
:Images removed after you reached the limit below as a free users.
:Free users have 1,000 upload limit, maximum of 50 non-public photos or videos, any moderate or restricted photo/videos cannot be uploaded.
* ImageBam
:Up to 3MB 
:Completely free
* ImageShack
:Up to 25MB file size per image, Unlimited space.
:Account required
:Premium account offered
* ImageVenue 
:Up to 3 MB, unlimited storage hosting period, unlimited bandwidth
* Imgur
: Up to 20MB for anything else (PNG, JPEGs, etc...), PNG files over 5MB will be converted to JPEGs.
: Also host videos and GIFs, up to 200MB, and it's must not be longer than 60 seconds.
: Images will be removed if it's was very old, or came from unused/inactive account, it is unknown how long it would takes for Imgur to remove those images.
* ModDB
:Must create a Mod profile
* Photobucket
:25GB for Lite plan, up to Unlimited for Premium.
:TinyPic is no longer available and has been replaced by Photobucket. Futhermore, Photobucket is no longer free.
== See also ==
* How To Take Screenshots
Category:Publicity & PublicationCategory:External Sites
Image Manipulation Programs

This is a list of programs that can be used to create and edit Targa TGA images.
* — The standard image editing tool in the industry, used by professionals all over the world. Very expensive. There is a plugin to read and write VTF files.
* Paint Shop Pro — A cheap alternative to Adobe Photoshop. For those who don't want to break the bank.
* Adobe Photoshop Elements — Low-cost, consumer version of Photoshop with high-end features such as colour management removed.
* — A free .NET-based image manipulation program, available for only. Supports layers, plugins, and themes. There is a plugin to read and write VTF files.
* Krita - Free and open source digital painting program with pretty decent image manipulation capabilities beyond just painting and authoring.
* — Completely free, open source image editing software available for , , , and other operating systems. Complex to use, but powerful, scriptable and endlessly modifiable. There is a plugin to read and write VTF files.
* — Simple freeware texture/decals/skining editing program, designed for creating WADs and similar game textures.
* HDR shop freeware (v1) can read, compile and write high-dynamic range format images.
* Genetica — A commercial seamless texture editor. Creates tiling textures of all material types.
Category:External SitesCategory:Third Party Tools
Image Subrect Editor

is a tool in Source 2 used for making Hotspots. Hotspots are predefined sections of a texture used to apply materials to Hammer geometry fast and easy.
 
== 1. Viewport ==
The viewport is where rectangles are drawn to specify what parts of the texture can get applied to hammer geometry.
* In Create mode, click dragging in the viewport will draw a rectangle.
* In Adjust mode, click dragging on an existing rectangle will move it. You can also move edges and corners.
* Clicking an existing rectangle will select that rectangle, allowing you to change it's properties. You can hold to select multiple rectangles and hold to deselect rectangles.
* The grid size can be changed with to make it smaller and to make it bigger. These options are also under "Edit." Grid visibility can also be toggled here.
* Holding will let you adjust the rectangles as you were in Adjust mode.
Image_subrect_editor_drawing.gif|Drawing rectangles in the Subrect Editor (Click to See Gif!)
Image_subrect_editor_adjusting.gif|Adjusting rectangles in the Subrect Editor (Click to See Gif!)
== 2. Rectangle Properties ==
There are two modes: Create and Adjust.
* Create will allow you to draw new rectangles across the texture.
* Adjust lets you change the size of previously drawn rectangles.
There are two options available to change on selected rectangles.
* "Allow Rotation" allows that rectangle to be rotated when applying the hotspot in Hammer.
* "Allow Tiling" will tile that rectangle when applied to faces in hammer.
"Inset X/Y" fields are what hammer will use as the default inset. Fast Texture Tool will use these values when selecting a rectangle. Insets are also useful for when your trim texture has a bevel. More inset the rectangle, the thinner the bevel.
== 3. Active Material ==
You can choose a material to reference in the viewport. This is useful for creating rectangles for a trimsheet. 
When a material is selected, you can then change the preview to any texture the currently selected material uses.
== TODO ==
Create section specifying use in Material Editor and Hammer
Impact Damage Table

This article is intended as guidance information for configuring prop_physics models. 
The information is simply lifted from Source SDK Base version of physics_impact_damage.cpp.
==Player==
 24*24.0f,		// minimum linear speed
 360*360.0f,		// minimum angular speed
 2.0f,			// can't take damage from anything under 2kg 
 
 5.0f,			// anything less than 5kg is "small"
 5.0f,			// never take more than 5 pts of damage from anything under 5kg
 36*36.0f,		// <5kg objects must go faster than 36 in/s to do damage
 
 0.0f,			// large mass in kg (no large mass effects)
 1.0f,			// large mass scale
 2.0f,			// large mass falling scale
 320.0f,			// min velocity for player speed to cause damage
==Player in Vehicle==
 24*24,			// minimum linear speed
 360*360,		// minimum angular speed
 80,			// can't take damage from anything under 80 kg
 
 150,			// anything less than 150kg is "small"
 5,			// never take more than 5 pts of damage from anything under 150kg
 36*36,			// <150kg objects must go faster than 36 in/s to do damage
 
 0,			// large mass in kg (no large mass effects)
 1.0f,			// large mass scale
 1.0f,			// large mass falling scale
 0.0f,			// min vel
==NPC==
 24*24,			// minimum linear speed squared
 360*360,		// minimum angular speed squared (360 deg/s to cause spin/slice damage)
 2,			// can't take damage from anything under 2kg
 
 5,			// anything less than 5kg is "small"
 5,			// never take more than 5 pts of damage from anything under 5kg
 36*36,			// <5kg objects must go faster than 36 in/s to do damage
 
 VPHYSICS_LARGE_OBJECT_MASS,	// large mass in kg 
 4,			// large mass scale (anything over 500kg does 4X as much energy to read from damage table)
 5,			// large mass falling scale (emphasize falling/crushing damage over sideways impacts since the stress will kill you anyway)
 0.0f,			// min vel
==Glass==
 8*8,			// minimum linear speed squared
 360*360,		// minimum angular speed squared (360 deg/s to cause spin/slice damage)
 2,			// can't take damage from anything under 2kg
 1,			// anything less than 1kg is "small"
 10,			// never take more than 10 pts of damage from anything under 1kg
 8*8,			// <1kg objects must go faster than 8 in/s to do damage
 50,			// large mass in kg 
 4,			// large mass scale (anything over 50kg does 4X as much energy to read from damage table)
 0.0f,			// min vel
Impact Effects

== Purpose ==
Particle effects are used to create impact effects when shots hit various types of surfaces. This document describes how to author those particle effects and add effects when new surface types are hit.
== Adding New Impact Material Types [Programming] ==
* A list of material types is here.
* First, you need to add the new material type to decals.h.
* In fx_impact.cpp, the array s_pImpactEffect specifies the name of the particle system to play when a shot hits that material type. Specifying NULL for the name means no system will play. You may optionally specify a 'nofleck' name, which is designed to be a lower cost particle system which does not create any debris from the wall colored to match the wall. If NULL is specified for the nofleck name, the normal particle system will be used if the game code ever asks for a nofleck version of the particle system.
== Authoring Impact Particle Systems [Art] ==
A number of control points are automatically set up by the game code when creating impact effects. Here's what they are:
* 0: Stores position, orientation, and entity. Position is the impact point, orientation X axis points along the impact normal. The orientation Y and Z axes are arbitrary but perpendicular to X. The entity is the entity hit by the impact.
* 1: Stores position, orientation, and entity.. Position is the impact point, orientation X axis points along the *reflected* direction, namely the direction the shot would reflect off the surface. The orientation Y and Z axes are arbitrary but perpendicular to X. The entity is the entity hit by the impact.
* 2: Stores position, orientation, and entity. Position is the impact point, orientation X axis points toward the initial shot position. The orientation Y and Z axes are arbitrary but perpendicular to X. The entity is the entity hit by the impact.
* 3: Stores position only. Contains the scale of the impact effect in all 3 coordinates of the vector. Various pieces of code attempts to make larger or smaller versions of the impact effect. Usually, the scale is somewhere in the range of 1 -> 5.
* 4: Stores position only. Contains the color of the wall texture at the point of impact; used to make flecks that appear to look like they came off the wall behind the impact.
Category:Particle System
Implementing libcurl

libcurl is a free library that can download data from the internet. It supports just about every protocol imaginable, and is available under a MIT/X derivative license.
== Implementation ==
=== Windows ===
# Download the latest version of libcurl.
# Extract the \lib and \include folders to a convenient location.
# Open libcurl's VS project and change it to Release mode.
# Go to libcurl > Properties > C/C++ > Preprocessor > Definitions and add CURL_STATICLIB. Unless you really do want to use LDAP, add HTTP_ONLY too.
# Go to libcurl > Properties > C/C++ > Code Generation > Runtime Library and change it to read Multi-threaded (/MT).
# Build libcurl.
# Add libcurl.lib to your main project. The easiest way is to drag it onto the Solution Explorer.
# Go to Your Project > Properties > C/C++ > Preprocessor > Definitions and add CURL_STATICLIB, as you did to curl itself.
# Go to Your Project > Properties > C/C++ > General > Additional Include Directories and add the libcurl \include folder you extracted earlier.
# Go to Your Project > Linker > Input > Additional Dependencies and add ws2_32.lib. If you want to use LDAP, add wldap32.lib as well.
# #include "curl/curl.h" and start coding!
=== Linux ===
== Usage ==
* The libcurl C API
* Some examples
Here is how to write the contents of a web page to the console:
#include "curl/curl.h"
// Called when curl receives data from the server
static size_t rcvData(void *ptr, size_t size, size_t nmemb, void *userdata)
{
	Msg((char*)ptr); // up to 989 characters each time
	return size * nmemb;
}
void PrintPage()
{
 CURL *curl;
	curl = curl_easy_init();
	curl_easy_setopt(curl, CURLOPT_URL, "developer.valvesoftware.com");
	curl_easy_setopt(curl, CURLOPT_WRITEFUNCTION, rcvData);
	curl_easy_perform(curl);
	curl_easy_cleanup(curl);
}
ConCommand print_page("print_page", PrintPage); 
Category:Programming
Category:Free source code
Importing Levels Into Hammer

__NOTOC__
== What's supported ==
Hammer has built in support for more than just its native .vmf file format. It can also open .rmf and .map, not surprising as they were the precursors to the current .vmf and have many similarities. All that's needed is to change the file type being browsed for by the open file dialog. A key factor to note is that while all the information may get loaded, a lot of entity information will not mean much without a proper .fgd.
== Importing unsupported types ==
At its simplest you can't, whether the level existed for UT or whether it was made in AutoCad. Unless the file format matches up to what's mentioned above, it's not getting into Hammer. Applying converters to it in order to make the data conform to the right format is the only way; however, you'll be lucky to find one. Level design is meant to be done in a level design program, and to top it off level design programs don't cross apply between games easily. Expecting to get a level design from another program into Hammer is wishful thinking that may cause a lot of issues. The core part of the argument is listed below.
=== Pros ===
* Possibly more familiar with program speeding up early stages of development.
* Some design suites may allow creation of obscure geometric forms more readily.
=== Cons ===
* Invalid Brushes much more likely
* Likelihood of skewed, or misaligned textures causing Vrad compiling issues
* No access to all textures
* File conversion once finished with a program
* Inability to create/modify entities
* Testing becomes a long and arduous process in order to fix the design before conversion
* Poor alignment (grid locations being integer powers of 2)
* Inability to place/align models
* Displacement terrain functions not available
* No way to paint alpha
* Complicated back and forth debugging process
* Hammer necessary for essential level components so multiple development tools in use
== Summary ==
If the level's file type is supported go ahead and import it in to Hammer and use that base. If its not, its probably not worth the effort to change the file format and then to alter the information so it doesn't cause issues. Not to mention then adding in the data the other programs couldn't create would take longer and require more effort than redesigning from scratch in Hammer would of anyway. Its possible, but its not advised. Hammer is not a difficult tool to learn and most of its limitations are due to technological limits of the objects being created.
Category:Level_Design
In view cone snippet

== Snippet ==
bool CMyEnt::InViewCone( const Vector &vecSpot, float flTolerance )
{
 //Get the direction of origin in front of us
 Vector vDirection = ( vecSpot - GetAbsOrigin() );
 VectorNormalize( vDirection );
 //Get our forward direction
 Vector vForward;
 AngleVectors( GetAbsAngles(), &vForward );
 //Compute angle of both direction vectors
 float flDot = DotProduct( vDirection, vForward );
 //Check if angle is within tolerance 
 //-1 = opposite of forward direction
 //1 = matching forward direction
 //0 = 90 degrees 
 if ( flDot > flTolerance )
	return true;
 return false;
}
== Extra ==
To pass in an angle of degrees, you must convert it.
//90 Degrees
flTolerance = cos( 90 );
bool bInCone = InViewCone( vOrigin, flTolerance );
Category:Snippets
Incorrect prop types

The error "Error! static prop using model <modelname>, which must be used on a dynamic entity." appears when 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 specified to a prop_physics), the engine will automatically delete the model. To fix this problem, either switch the entity to prop_physics, 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
Incrementvar

incrementvar is a console command which can increment a given console variable. In tandem with , it can be used to count things arbitrarily.
==Syntax==
*CVAR: a console variable we want to change.
*MINVALUE: a minimum bound for our variable.
*MAXVALUE: a maximum bound for our variable.
*DELTA: the amount to increase CVAR by. Set this to a negative number to decrement.
==See also==
*
*, multiply var.
Infected

A Common Infected zombie, controlled by NextBot AI. Spawning it via Hammer does not work, and it should instead be spawned via info_zombie_spawn or commentary_zombie_spawner.
== NavMesh ==
== Actions ==
* ChaseVictim
* DebugMoveTo
* InfectedAlert
* InfectedAmbientMob
* InfectedAttack
* InfectedBackOff
* InfectedBehavior
* InfectedBlinded
* InfectedBurn
* InfectedChangePosture
* InfectedDying
* InfectedExecAction
* InfectedFlee
* InfectedLeanOnWall
* InfectedLieDown
* InfectedShamble
* InfectedShoved
* InfectedSitDown
* InfectedStaggerAround
* InfectedStandDazed
* InfectedStandingActivity
* InfectedWander
* LostVictim
* PunchVictim
== See also ==
* NextBot
* witch
Infestus

== Overview ==
Infestus is a total conversion Source SDK 2013 Multiplayer standalone mod available through , currently in a closed beta state.
The mod aims to provide a viable and solid MMO-RPG experience on the engine.
=== Plot ===
A Kingdom in chaos, enemies on all fronts, desperation and fear has infested itself upon the people of Arngor.
A dark and powerful enemy has risen, and seeks to reveal the Kingdom for what it really is.
Which side you will end up on? Who will you serve?
Start your journey in the Capital Outskirts, you are a lone adventurer seeking new insights in the kingdom of Arngor, prove yourself worthy to enter Arngor, however you will have to choose your sides carefully.
On your journey you will witness widespread conflict, a great rebellion has shooken the great city of Lightfall, mercenaries are scavenging the countryside, great houses are preparing for war.
Yet, in the shadows an even greater threat is emerging, the reconing is at hand!
=== Key Features ===
* Vast Inventory & Banking System
* Vast Questing System
* Group System
* Dungeon System, instance based
* Trading & Inspecting
* Social System, Friends/Ignore/User Search List
* Global, Local, Private & Group Chat
* Faction/Reputation System
* Advanced AI
* Dedicated Server Support for Windows & Linux
* Windows, macOS (OS X) and Linux client support
* +++
== Gallery ==
Infestus_media01.jpeg
Infestus_media02.jpeg
Infestus_media03.jpeg
Infestus_media04.gif
Infestus_media05.jpeg
== See also ==
* Official Website
* Discord
* modDB
Category:Steamworks mods
Category:Multiplayer Mods
Info ambient mob

It is a universal ambient mob start/end (use with care!).
== Uses in official maps ==
The following maps use info_ambient_mob. Targetnames are not used. (these don't exist in-game but are present in the compiled map)
; c5m2_park
# Located in a secluded area behind the building right after exiting the safe room. It is the area furthest from the bar that has a dynamic pathway in c5m1_waterfront.
# An area of concrete fences unreachable, between the gazebo and the narrow pathway leading to the queuing/quarantine area.
# Facing in the direction of the escape route, way behind the quarantine/queuing area before the gauntlet event. Behind concrete barriers and fences by the weapon spawns along the highway path.
# Behind concrete barriers left of the stairs leading to the park entrance.
# In narrow alleyway from the previous map, right of the building when entering the safe room in c5m1_waterfront.
# In flow towards park, it is in the park to the far left where it is unreachable to survivors. It is square space consisting of walls made out of bush props.
# Right by the park bushes (number 6, above), but unreachable and surrounded by concrete walls.
==See also==
*info_ambient_mob_start
*info_ambient_mob_end
Info armsrace counterterrorist

info_armsrace_terrorist and info_armsrace_counterterrorist are point entities in .
==Entity Description==
This entity serves as an additional spawn point for Terrorists or Counter-Terrorists in .
It has the same KeyValues, Inputs and Outputs as info_player_(counter)terrorist.
In Hammer, these entities are represented by the player models seen on de_dust2, namely the Elite Crew and the IDF.
==See also==
* info_deathmatch_spawn
Category:Counter-Strike: Global Offensive Entities
Category:Point Entities
Category:Entities
Info beacon

== Entity Description ==
An entity to show a hint at its position in Zombie Panic! Source. Will be shown at all times when on, even through walls.
== Keyvalues ==
; Name <string>
: The targetname other entities refer to this entity by. 
; StartOn <boolean>
: Should it start on and be visible.
; Type<Choices>
: The type to display.
:
Literal Value	Description
0 	Button
1 	Human Defend
2 	Human Destroy
3 	Waypoint
4 	Capture Point
; Primary <boolean>
: Is the beacon primary or is the info_beacon showing something with high priority, for example a main objective. The icon will be different compared to a non-primary info_beacon.
; Show health <boolean>
: Should it show the health? Starts with 100% health.
; Custom Zombie Label <string>
: Label shown to zombies. Displayed under the beacon. Leave empty to use default label.
; Custom Survivor Label <string>
: Label shown to survivors. Displayed under the beacon. Leave empty to use default label.
== Inputs ==
==See also==
* trigger capturepoint zp
* func breakable
Category:Entities
Category:Zombie Panic! Source
Category:Zombie Panic! Source Entities
Info camera link

It can use point_cameras to render images for materials used by entities. To author the material, use the special identifier _rt_Camera for the $baseTexture (which is the only material that it will work with) in the .vmt then connect the 'target' field to the entity which uses that material, and the 'PointCamera' field to the point_camera you want to have appear on that entity's material.
* For an example of use, refer to the Half-life 2 map , where the model effects/portalrift.mdl (skinned with the _rt_Camera base texture material) is used to let the player see through the opening Combine portal.
== Keyvalues ==
== Inputs ==
== Outputs ==
== See also ==
* func_monitor - An alternative entity devoted to displaying the contents of a point_camera.
Category:Camera
Info challenge

This entity is the developer's gateway to set up traps and obstacles that depend on the challenge level built around the Dynamic Difficulty System, where the initial challenge level is that chosen upon the start of the map (0.2/1.0 default) and the current challenge is what it has dynamically changed to depending on the skill of the player, with the challenge difference being the amount the player has moved the challenge level from the initial level to the current one. For more information about how to set up an envionment challenge depending on the initial challenge level, see the Arena Mode Challenge tutorial page.
== Keyvalues ==
== Inputs ==
==Outputs==
Info changelevel

__NOTOC__
 
It is the entity that marks a level change.
It safely changes the level in Left 4 Dead series, and defines the end-of-level safe room. Place an in both maps that marks the same location in each map. In Hammer, info_changelevel will be listed in entity class selection menu when tied to a brush as an entity.
__NOTOC__
== KeyValues ==
:
== Flags ==
:
:
== Inputs ==
== Outputs ==
== See also ==
* Level Transitions
* 
* 
* 
* 
*
Info coop spawn

It defines the player spawn points for coop mode and can be enabled and disabled to control where players spawn for checkpoints or the like.
If multiple spawn points for one player are active at the same time, the player can randomly spawn at any one of them, though this has little use for typical cooperative maps.
==Keyvalues==
:* 0 : Disabled
:* 1 : Enabled
:* 0 : Any
:* 1 : Red (P-Body)
:* 2 : Blue (Atlas)
:
==Inputs==
==Outputs==
Category:player spawn entities