nyuuzyou/wikis huggingface dataset:
BIK

BIK files are the video files created using Bink Video codec, a part of RAD Video Tools (developed by Epic Games Tools, formerly RAD Game Tools).
The startup videos that play on all Valve and third-party games (since the update) are .bik videos. They are also used in the menu backgrounds in , , , and the elevator screens in . Prior to Bink being added to Source, previous games or older versions of those games used AVI files instead. , which runs on beta version of , was the first Source game to utilize Bink video for its startup video.
The original version of Bink (retroactively Bink version 1.0) by today standards, are less efficient when it's come to compression (having large file sizes while resulting in lower quality, lower framerate), and is much more complicated when it comes to converting files, such as AVI or MP4 to BIK, only to ended up causing audio/video de-sync or other issues. On some systems, the MP4 to BIK process may fail with "Unable to open file". Bink 2 was later created as a successor to Bink 1.0, which has massive improvements over Bink 1. Furthermore, there are alternatives to Bink video, such as WebM, which is open-source, and does not require licensing.
This is a list of some Source games or ports upgraded to Bink 2, or have switched to, or use other file format instead:
* ports of Source engine games use QuickTime's MOV video file.
*On prior to , it uses Windows Media Video (WMV) format, and on (), it uses MKV.
*The has been upgraded to use Bink 2 (using BIK or BK2 format), which has more features, such as supporting multi-core rendering, HDR output, a full-color range, and better video quality & compression than Bink 1.
*In post-panorama versions of the , newer versions of and , all games, as well as , it is replaced by WebM.
*In it is replaced by IVF to avoid having to license Bink.
* In you can use MP4 videos in QtUI, all the startup video code is removed.
== See also ==
*AVI
*WebM
Category:File formats
BMP

BMP, short for bitmap, is an raster graphics image format used by . While the file format itself supports 16-bit, 24-bit, and 32-bit formats, as well as RLE compression for 8-bit and lower formats, GoldSrc exclusively uses the uncompressed 8-bit format for BMPs. The exception is the screenshot command, which creates a 24-bit BMP.
== See also ==
* TGA, the image format used for 24-bit and 32-bit images in GoldSrc
* Screenshot
== External links ==
 on Wikipedia
Category:File formats
Category:Image formats
BOT SERVER

Every Time i tried to Play Casual Game with Map Dust II i am getting joined one of these fake servers. and Get voted out immediately. (see attachment images).
An i am completely unable to play it. Today i tried approx 20 times to join a Casual Dust II server. and same every time wasted my game time.
I have some knowledge about game servers and i can clearly say that these Fake accounts and servers getting obtained by those who want to overload CSGO or STEAM servers on purpose. Or may be cheating to achieve Rewards and make some steam money.
Please Resolve this as soon as possible.
BSP

BSP stands for Binary Space Partitioning. 
It can also refer to the following compiled map formats, which have the file extension:
* BSP30, used by GoldSrc.
** BSP29, used by Quake, of which GoldSrc's BSP format is based upon
** BSP2, a modified version of BSP29/BSP30 with expanded limits.
* VBSP, used by Source 1.
** BSP38, used by Quake II, of which Source 1's BSP format is based upon.
** rBSP, the modified version of Source 1's BSP format used by Titanfall
::
The BSP file extension is also used by the various other and map file formats, which are not covered by the scope of this wiki.
Category:Glossary
BSP2

BSP2 is an extended version of BSP29, and by extension BSP30, which expands many format limits, allowing for larger maps. It can store lightmaps as either BSP29-style greyscale or BSP30-style true color. Most modern source ports support BSP2, and the format can be used in by implementing a custom renderer.
ericw-tools can create BSP2-encoded BSPs, but only using or clipping hulls and greyscale lightmaps. newbspguy can convert an existing BSP to a true-color BSP2, keeping clipping hulls, but this negates the benefits of BSP2.
Category:File formats
BSP2MAP

is a decompiler for GoldSrc maps written by Skyler 'Zipster' York. It converts the .bsp files into .map files, which can then be loaded into level editor.
== Limitations ==
* Unfortunately, Goldsource maps do not store enough information for brushwork, so the geometry has to be recreated using the polygons.
* BSP2MAP hollows out all brush-based entities with a thickness of one unit due to the Face-to-Brush method it decompiles maps.
== Media ==
Crossfire bsp2map.PNG|BSP2MAP attempt to decompile HL crossfire
== See also ==
* Comparison of BSP decompilers
* Decompiling Maps
== External links ==
* BSP2MAP 
* BSPTwoMap vs. WinBSPC (Comparison) 
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Category:Non-Steam Applications
Category:GoldSrc Level Design
BSP30Editor

is a Command Line Tool created by Sergei Smolovskiy, which can list information from BSP File.
== Features ==
*Display information as a whole.
*Port map to smd model (with texture coordinates and texture names). This will create a separate smd for World Geometry, and a set of smds for entity brushes whose numbers match the model number in the entity file.
*Save the list of entities to a text document.
*Save all 4 mip levels of packed textures into one VTF file (without touching mip levels) as RGBA8888 (alpha channel is added for transparent textures).
*Save lighting in 1088x1088 bmp pages for each lightmap texture of each map face (maximum texture size is 17x17, on a 64x64 lightmap texture page).
*Save other information to text documents: texture rotation/displacement matrices on faces, BSP tree with vis-sheets, BSP tree for collision physics, etc.
*The ability to group smd geometry by different data types, export PVS tables for vis sheets and a couple of fixes. When saving face information, added information about the size of the texture on the face and the size of the lightmap grid on the face.
== Media ==
Bsp30e-in-action.jpg|BSP30Editor in Action
== See also ==
* BSP30 Structure
== External links ==
* GamerLab page
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Category:Non-Steam Applications
Category:GoldSrc Level Design
Category:GoldSrc to Source
BSPEdit

is a text editor designed specifically for editing files associated with the . 
== Overview ==
It allows users to modify and customize the behavior of in-game entities, making it a valuable tool for modders and developers. With BSPEdit, users can easily edit entity attributes such as lighting, placement, and behavior. The program also includes features to support optimization and error checking to ensure that edited entities function properly in-game.
== Features ==
* BSPEdit supports a variety of video game formats and file types, making it versatile and flexible in its application.
* Users can take advantage of the program's user-friendly interface to make changes to their maps without needing extensive programming or technical knowledge.
== External links ==
* GameBanana Mirror
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Category:Non-Steam Applications
Category:GoldSrc Level Design
BSPEntSpy

is an unofficial updated version of . It allows to view and edit entities in a compiled BSP map file.
The features of a program include:
* Patching the entities from a VMF file
* Importing and exporting the entities
* Editing, creating and deleting entities (multi-entity edit included)
* Filtering entities
== Supported games ==
* games and mods
* games and mods
* and Episodes
* 
* 
* 
* 
* 
* 
== External links ==
* BSPEntSpy Source code @ GitHub
* Releases Download latest release @ GitHub
Category:Third Party Tools
Category:Level Design
BSPFix

bspfix is a command-line tool designed to convert maps to the standard BSP format and vice versa.
== Overview == 
bspfix effectively converts bs maps, allowing them to be used once again with modder tools. Moreover, BSPFix has the capability to convert regular BSPs to the format if necessary. 
== History ==
The release of the expansion by resulted in a modification of the format, rendering the maps incompatible with map decompilers and other tools created by modders.
== Usage ==
To utilize BSPFix, simply drag a BSP file onto the executable and confirm the conversion by typing at the Command Prompt. 
Sample output:
bspfix ba_canal1.bsp
bspfix v1.1 by tschumann
Based on bshift_swap by prearle
Blue Shift format .bsp file
Press y to convert to Half-Life format .bsp
Press n to quit
== External links ==
* BSPFix at ValveDev.Info
Category:GoldSrc
BSPSource

is a GUI map decompiler for games, written in .
Based on VMEX, it converts BSP files into VMF ones that can be loaded in Hammer. It also includes numerous bug fixes over VMEX and new features for doing the conversion, such as extracting embedded assets, processing multiple BSPs at once, and more.
== BSP with File Packing ==
In the tab "Other" set tick in in "Extract embedded files". Then put downloaded files in game directory.
== BSPInfo ==
BSPInfo is a mode of BSPSource that instead of decompiling .bsp files, analyses them. Content such as: bsp version, compression type, checksums, AppID, lumps and compile parameters. It can also extract embedded files similarly to .
== See also ==
* - GUI map decompiler for 
== External links ==
* BSPSource on GitHub
* Latest Java (optional, for 1.4.4 or later. This is only required if you are using (which does not have Java bundled in.)
** After installing, try to run the executable, or type in Command Prompt (CMD).
* Java 8 (required in order to use BSPSource 1.4.3 or earlier)
== References ==
# Application not launching caused by "java.lang.IllegalArgumentException: Comparison method violates its general contract!"
Category:Third Party Tools
Category:Level Design
BSP (Source)/Static prop flags

These flags are defined in . Any undefined flags are unused by the engine and can be used by custom VRAD compilers to define additional light baking parameters (in conjunction with a modified VBSP that can write those flags).
== Flags ==
This is 8-bit (unsigned char) in all versions of the static prop lump except for , where it is 32-bit (signed int).
Bit 	Name 	Dev comment 	Description
0x01 	STATIC_PROP_FLAG_FADES 	none 	Set by engine at runtime if the model fades out at a distance.
0x02 	STATIC_PROP_USE_LIGHTING_ORIGIN 	none 	Set by engine at runtime if the model's lighting origin is different from its position in the world.
0x04 	STATIC_PROP_NO_DRAW 	computed at run time based on dx level 	Set by engine at runtime based upon and . Does not work if set explicitly; set maxdxlevel to a low non-zero value such as 50 instead.
0x04 	STATIC_PROP_NO_FLASHLIGHT 	N/A (source code not public) 	Set if is enabled.
0x08 	STATIC_PROP_IGNORE_NORMALS 	none 	Set if is enabled.
0x10 	STATIC_PROP_NO_SHADOW 	none 	Set if is enabled.
0x20 	STATIC_PROP_SCREEN_SPACE_FADE 	none 	Set if is enabled.
0x20 	STATIC_PROP_MARKED_FOR_FAST_REFLECTION	N/A (source code not public) 	Set if is enabled.
0x40 	STATIC_PROP_NO_PER_VERTEX_LIGHTING 	in vrad, compute lighting at lighting origin, not for each vertex	Set if is enabled.Contrary to the dev comment, this disables pre-baked lighting for the model altogether, making it lit the same way as props (ex: ).
0x80 	STATIC_PROP_NO_SELF_SHADOWING 	disable self shadowing in vrad 	Set if is enabled.
0x100	STATIC_PROP_NO_PER_TEXEL_LIGHTING 	whether we should do per-texel lightmaps in vrad. 	Set if is disabled.If VRAD is fed an older version of the static prop lump with 8-bit flags, this flag is treated as always being enabled (not generating lightmaps for any props).This flag is only read by VRAD; the engine will load the the PPL file associated with a given prop regardless of this flag, provided STATIC_PROP_NO_PER_VERTEX_LIGHTING is disabled and the checksum in the PPL file matches the checksum found in specified MDL.
0x200	STATIC_PROP_ENABLE_LIGHT_BOUNCE 	N/A (source code not public) 	Set if is enabled.
== FlagsEX ==
's static prop lump adds an extra 32-bit (signed int) set of flags, most of which are unused.
Bit 	Name 	Description
0x00000001	STATIC_PROP_FLAGS_EX_DISABLE_SHADOW_DEPTH	Set if is enabled.
0x00000002	STATIC_PROP_FLAGS_EX_DISABLE_CSM 	Automatically set at runtime
0x00000004	STATIC_PROP_FLAGS_EX_ENABLE_LIGHT_BOUNCE 	Set if is enabled.
BSP Content Extraction

Sometimes mappers embed content used on a map into a BSP file.
== Utilities ==
===Valve===
* BSPZIP
===Third party===
* 
* BSP Pak Extractor
* BSP to ZIP ()
* (Note: can't extract files if BSP is compressed, user has to decompress BSP beforehand,eg:with BSPZIP)
* Map Resource Extractor
* 
* Pack BSP
* (see video demonstration )
Category:Modding
Category:Level Design
Category:Tutorials
Category:Glossary
BSP Content Extraction (GoldSrc)

Sometimes textures are embedded directly into a BSP file, instead of in a separate WAD file.
== Utilities ==
* Wintextract
* 
:: 
* BspTwoMap (Can extract textures)
* Half-Life Unified SDK Map Decompiler (Can extract textures)
* ericw-tools's bsputil
* ( from the menu bar)
Category:GoldSrc Modding
Category:GoldSrc Level_Design
Category:GoldSrc Tutorials
Category:GoldSrc Glossary
BSP Decompiler 005

is a decompiler for most BSP formats. Support may vary between engines. Also supports outputing to many different map editor file formats.
== Features ==
* Applies "Null" textures.
* Runs natively in 
== Drawbacks ==
* Decompiles Half-Life maps poorly.
== Support ==
* 
** (Bad)
** (Bad)
** (Well)
</br>
* 
** Source Engine v17 (2010)
** Source Engine v18
** Source Engine v20
** Source Engine v22
** Source Engine v27
** (v19, 21, 23)
** 
** 
</br>
* 
** 
** 
== Screenshots ==
Decompiler 005 GUI.jpg|005 GUI
== LibBSP==
* C# library for parsing and reading BSP structures in Quake-based game engines
* The classes in this project exist to parse and store BSP structure information from various formats from many Quake engine forks, including Source and .
* The BSP Importer for Unity3D and the BSP Decompiler projects both use this library.
== External links ==
* GitHub Repository - 005
* GitHub Repository - LibBSP
BSP Initialization

Category:Programming
All entities from the map are spawned and initialized from the MapEntity_ParseAllEntities function within mapentities.cpp located in src/dlls directory, with the pMapData string containing all the relevant entity info. The MapEntity_ParseEntity function takes care of actually spawning an entity and setting up its keyvalues etc.
This text was taken from a post in the VERC Network Forums, you can see the thread here
BSP Viewer

1.5.6 Full is a utility by Nem is written in C++ .NET that allows you to view and export maps. 
== Requirements ==
* .NET Framework v1.1
== Limitations ==
Goldsource maps do not contain as much information about brushwork as Source maps do...
https://www.youtube.com/watch?v=yA5NJOtXhg8&t=219s
https://www.youtube.com/watch?v=yA5NJOtXhg8&t=228s
== See also ==
* Decompiling Maps#GoldSrc
== External links ==
https://nemstools.github.io/subpages/Comments/BSP_Viewer_v1.5.6_Full.html
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Category:Non-Steam Applications
BTS Support Beams

==Introduction==
This guide will show you how to create beams. 
==Creation==
===Sides===
Create 2 1*8*128 brushes with the nodraw texture. Position these brushes 16 units away from each other. 
===Center===
Create a 14*4*128 brush with the nodraw texture. Position this brush in the center of the 2 side brushes. 
Select all brushes and tie them to a func_detail.
===Texturing===
Using the Face Edit Sheet, Set all visible faces to metal/metalbeam_bts_001a and enter the following properties:
Texture scale:
* X: 0.125
* Y: 0.125
File:BTS_SBeams_Part4.png| On the selected faces, set the Texture Shift X Value to 96.
File:BTS_SBeams_Part5.png| For the other side of the selected faces, set the Texture Shift X Value to 32.
== Horizontal Beams==
If your beam set has a Horizontal Beam, it will typically have another wall beam on the other side.
===Sides===
Create 2 16*128*2 brushes with the nodraw texture.
===Center===
Create a 8*128*28 brushes with the nodraw texture.
Select all brushes and tie them to a func_detail.
===Texturing===
Using the Face Edit Sheet, Set all visible faces to metal/metalbeam_bts_001a
Select all the side faces of the horizontal beam with the Face Edit Sheet and enter the following properties:
* Rotation: 90.00
File:BTS SBeams Part8-new.png| On faces facing towards the bottom, set the Texture Shift X Value to 32.
File:BTS_SBeams_Part9.png| On faces facing towards the top, set the Texture Shift X Value to 96.
==Implementation==
If you need to, resize the brushes to what you need to fit with the room.
==See also==
* Portal Level Creation
Category:Portal
Category:Level Design
Category:Tutorials
BTS Turret Repair Rooms

==Introduction==
This guide will teach you how to create Turret Repair rooms.
==Workstation==
===Table===
Create a prop_static and set its world model to models/props_bts/bts_table_static.mdl. Next, you can place some tools on top of it by creating two prop_physics entities with the world models models/props_c17/tools_wrench01a.mdl and models/props_c17/tools_pliers01a.mdl. You can also put a radio on it if you want.
For the chair, create a prop_static with the world model models/props_bts/bts_chair_static.mdl. If you want it to be a prop_physics, it must have the model models\props_bts\bts_chair.mdl.
===Turrets Under Construction===
The ones you see pictured are simply prop_static entities with the world model models/props_bts/bts_turret.mdl. You can also put fully built, but malfunctioning turrets in the area. Create an npc_portal_turret_floor, and go to the "flags" tab. You can make it out of bullets, or just completely inactive.
Category: Portal
Category: Level Design
Category: Tutorials
BZ2

BZ2 (bzip2) is a single-file compression format, which is slightly slower but slightly more efficient than ZIP's standard compression.
It is optionally used by FastDL servers to reduce network bandwidth usage, by sending the compressed file, which is then decompressed by the client. This does not reduce storage usage, however; while the FastDL server only needs the BZ2 version, the server needs both the decompressed and BZ2 version, and the client will only keep the decompressed version.
Typical filesizes for BZ2 compression are as such:
* Significant savings: large text files, model files, textures, and uncompressed BSPs
* Marginal savings: WAV files
* Negligible savings: MP3s and LZMA-compressed BSPs
Using BZ2 when savings are small may be undesirable, as this increases load times for clients.
== See also ==
* ZIP
== External links ==
* 
Category:File formats
Baked physics

Baked physics, sometimes referred to as "cinematic physics", are baked animations created in an offline animation package that are not simulated in real-time, typically portraying large destruction events then played back in-game. Valve used Blast Code to create complex physics simulations in Source 1 games, most of which were done by Gray Horsfield. Blast Code is no longer available, however, there are alternatives.
In and , baked physics are often played back in game at specific events, often for narrative purposes. In Source, baked physics animations typically get streamed in from ANI animation files, which fragment the animation data so it can get loaded on-demand in game.
When creating cinematic physics, it is important to keep the limitations of the target game engine in mind, such as limitation of object count per model, which may require using multiple models for a single effect. In Source, it is recommended to create the model in 3 states : pre-destruction, the actual destruction animation, and a post-destruction model that Source can show after the animation has finished.
== See also ==
* $animblocksize
* .ANI File Format
* Model Creation Overview
== External links ==
* Cinematic Physics in 3DS Max - Legacy Interlopers.net Tutorial for 3DS Max
* RayFire Simulation System - Destruction system for 3DS Max
* SideFX Houdini - Procedural 3D Toolkit including simulation tools
* Blender - Includes primitive simulation tools 
* Blender Fracture Modifier - Blender 2.7 build with destruction tools
* GoldSrc baked physics tutorial by The303
Category:Physics
Ballplayertoucher

Its a helper entity for thepasstime_ballentity, which spawns alongside_ballplayertoucheritself. This entity allowspasstime_ballto collide with triggers and players.
Interestingly, this entity stores the collision flagSOLID_VPHYSICSwhen not touching a trigger or player; Conversely it however stores two collision flags:FSOLID_NOT_SOLIDandSOLID_NONEwhen otherwise.
== Keyvalues ==
== Outputs ==
Barney Calhoun

Category:Half-Life Continuity
==Life at Black Mesa==
Barney Calhoun was originally a security officer assigned to the Area 3 Security sector of Black Mesa. His job often involved sorting out maintenance issues as well as standard security patrols and posts. Since this assignment included the Area 3 Anomalous Materials labs, Calhoun came into contact with both Dr. Gordon Freeman and Dr. Isaac Kleiner, and he formed strong friendships with both. This even bred races with Dr. Freeman through the ventilation system to get into Dr. Kleiner's office when he managed to lock himself out of it.
However, once the resonance cascade commenced, Barney Calhoun was isolated and hurled deep underground as the elevator he was in crashed. Having to fight his way back to the surface, Calhoun learnt of a plan to escape Black Mesa and rescued Dr. Rosenberg, a reseach associate from the Anomalous Materials labs and creator of the scheme. The plan revolved around using the early prototype teleportation equipment to move outside the base, but required Calhoun to go to the border world, Xen, to properly align the equipment. After returning successfully, Calhoun was able to teleport out with the small team of scientists and escape, but not before witnessing his friend Dr. Freeman captured by the HECU soldiers assaulting the facility.
==A Different World==
Although much of his activities after Black Mesa are unclear, it becomes apparent that in the wake of the Combine invasion and occupation of Earth that Calhoun put his experience in security to use as he joined the Civil Protection force in City 17. However, he was in fact working undercover as part of the resistance, using his Civil Protection access to help people to escape the city.
When Dr. Freeman returned to the current scene, Calhoun aided his old friend in reaching Dr. Kleiner's lab. After the assault on Nova Prospekt, the citizens of the world rose in revolution, and Calhoun became one of the major resistance commanders in City 17, successfully attacking multiple Combine targets, and with the aid of Dr. Freeman, destroyed the Overwatch Nexus in City 17 before setting up a staging area for an assault on the Citadel itself.
In the wake of the destruction of the Citadel's dark energy teleporter, Barney Calhoun began to plan the evacuation of City 17 with Dr. Kleiner, Dr. Eli Vance and his daughter Alyx. With the assistance of Alyx and Dr. Freeman, Calhoun successfully managed to evacuate a very large majority of the citizens of City 17 using the railway network before the Citadel exploded from the damage it had sustained. The last known sight of him was on the last train of evacuees leaving City 17. He still owes Gordon Freeman a beer.
==Appears in==
*Half-Life - in Blue Shift to be the guard knocking on a door early in Black Mesa Inbound. The line "Catch me later, I'll buy you a beer" is occasionally spoken by security guards in Anomalous Materials when the player attempts to speak to them.
*Half-Life: Blue Shift
*Half-Life 2
*Half-Life 2: Episode One
Category:Characters