nyuuzyou/wikis huggingface dataset:
Hammer Resource Usage

The Valve Hammer Editor uses lots of resources when loading models and textures, easily 400-500 megabytes when the full texture browser is loaded. This is not a bug or a "memory leak". Memory usage should plateau after that amount.
Usage of the model and texture browsers are the largest source of increased memory usage. When using these browsers, the application is forced to load a very large amount of raw source content.
Category:Hammer
Category:Level Design FAQ
Hammer Run Map Normal

This window allows you to run the utilities that are necessary to compile the map into the .BSP format usable in the Source engine. The Run Map dialog will be in Normal or Expert mode, depending on which mode was last used.
The Normal compile dialog (see picture below) gives you some very basic control over the compiling process, enough for simple testing of levels.
==Settings==
===Run BSP, Run VIS, Run RAD===
These settings allow you to define which tools will be run along with a couple of their most basic parameters.
*BSP
**No - Does not compile the map. Only use this if you want to recompile visibility or lighting information. 
**Normal - What should usually be used.
**Only Entities - Recompiles the map with changes, additions, and removals of entities without changing visibility or lighting. VIS and RAD should be set to No if used
*VIS
**No - Does not compile visibility information.
**Normal - Calculates all visibility information.
**Fast - Calculates most visibility information. Some visleafs will render even though it seems like they shouldn't.
*RAD
**No - Does not compile lighting information.
**Normal - Compiles all lighting information.
**Fast - Compiles lighting information without simulating how light bounces off surfaces.
**HDR - Compiles the map for both HDR and LDR. If not checked, only LDR is compiled.
===Don't run the game after compiling===
If this option is checked, the game will not be started after the map has finished compiling.
===Wait for keypress when done compiling===
Only available in Left 4 Dead and later versions of Hammer. If checked, the compile window will not automatically close when the compile finishes.
===Additional Game Parameters===
The text in the Additional Game Parameters text box will be appended to the game execution command, allowing you to feed special commands to the engine. If you are compiling a map for a mod, be sure to include the -game <modname> parameter. The parameters -dev and -console, also shown, are useful when testing maps. The BSP, VIS, and LIGHT processes are all dependent upon the Build Programs settings in the Options dialog box.
===OK===
Starts the map compile with the current settings.
===Cancel===
Exits the Run Map dialog with no changes.
===Expert===
This button switches the Run dialog to Expert Compile mode.
==See also==
*Build Programs Options
__NOTOC__
Category:Hammer Dialogs
Hammer Selection Modes Toolbar

The Selection Mode Toolbar is used to determine how groups and solid entities will affect the selecting of objects.
The Selection Mode Toolbar allows you to switch between the following modes:
;Groups
:In this mode, clicking or selecting an object that is contained in a group or solid entity will also select all objects in that group or entity. It has no effect on the behavior of VisGrouped objects. See Grouping and VisGrouping for more information on how to place objects in groups.
;Objects
:In this mode, clicking on an single object contained in a group will only select the object. The group will not be selected. However, if it's a brush contained in a solid entity, the entire entity will be selected.
;Solids
:In this mode, all groups and solid entities will be ignored. Clicking on a brush that is contained in a solid entity will only select the brush. The rest of the entity will remain unselected.
:
:
Category:Hammer Toolbars
Hammer Smoothing Groups Dialog

Category:Hammer Dialogs
The Smoothing Groups dialog allows you to match sets of faces that will be lit as one smooth surface when compiled.
== About Smoothing Groups ==
The Source Engine can add smoother lighting to faces so the surfaces appear as one continuous surface. Smoothing Groups are sets of these faces that are defined to render smooth with one another.
To be smoothed correctly, faces must meet these restrictions:
# Must share a common edge.
# Lightmaps of the faces must be aligned to one another.
# The lightmap scale must be small enough that at least one lightmap luxel is small enough to fit on each face.
# Must be in the same Smoothing Group (or meet at a less than 45 degree angle).
== Smooth ==
These are the Smooth Groups that the current face(s) are a member of. To add a face to a Smoothing Group, select the face, then depress the numbered button of a Smoothing Group. A face can be in multiple Smoothing Groups. 
== Hard ==
Use these to pick a group of faces that will never be smoothed. Hard Groups are selected just like Smoothing Groups. For example, this can be used to make sure a ramp does not get smoothed with either of the floors it connects. 
== See also ==
*Hammer Face Edit Dialog
*Smoothing groups
Hammer Sound Browser

__NOTOC__
The Sound Resource Browser can be used to find sound resources within the game resource directories.
== Sounds List ==
An alphabetical listing of the available sounds, according to the current filter settings described below.
== Sound Name ==
The name of the currently selected sound.
== Sound Type ==
Lets you choose between the type of sound resources to list, Game Sounds and Raw. Game Sounds are entries in the sound script files in the scripts directory. Raw sounds are the files on disk that the scripts refer to, in either .wav or .mp3 format.
== Filter ==
Type in text here will filter the results that appear in the sounds list. For example, by typing in "door" in the Filter field, any sound resource with the word "door" in it will show in the sounds list. Sounds without "door" in their name would not appear.
== Autoplay Sounds ==
When checked, any sound selected in the sounds list will play.
== Preview ==
When Autoplay Sounds is not checked, press this button can be used to play a sound selected in the sound list.
== Open Source ==
Opens the script file that contains the sound entry selected in the sounds list.
== OK ==
Exits the Sound Browser. If the Sound Browser was launched from a Object Properties dialog, the selected sound in the list will be entered into the Object Properties field.
== Cancel ==
Exits the Sound Browser.
== Related Topics ==
Object Properties
Category:Hammer Dialogs
Hammer Status Bar Toolbar

The Status Bar contains useful information about selected objects, as well as current zoom and grid levels.
The status bar contains a number of important pieces of information. Each bit of information has it's own little area on the bar. The areas are as follows:
;Selection information:The first piece of information on the status bar is about what is currently selected. If you've got a non-entity brush selected, you will see something like "solid with 6 faces". If you've got an entity selected, the name of the entity and its type will be displayed, such as "func_breakable" or "Ernest the Zombie - npc_zombie". In the second example "Ernest the Zombie" is the targetname of the entity, and npc_zombie is the entity class name.
;Coordinates:Following the selection information, The current map coordinates in units are displayed. These are the coordinates of the mouse cursor in whichever 2D view it's currently in. For example, "@299, 29" while the mouse cursor is in the Top View means the cursor is at X-coordinate 299 and Y-coordinate 29.
;Selection size information:When you have a selection or creation box on your workspace, it's size will be listed here. You'll see the width, length, and height values as well as the coordinates of the center of the selection listed like "26w 26l 72h @(320 66 -722)".
;Zoom size:If a 2D view is currently in focus, it's current zoom level will be shown.
;Grid information:The last box displays the current state of the grid options. "Snap: On Grid: 8". This means that Snap To Grid is enabled and the current Grid Setting is set to 8 unit increments.
Category:Hammer Toolbars
Hammer Texture Browser

The Hammer Texture Browser allows you to find and select materials to apply to objects.
== Texture List ==
This window contains a list of the currently available materials. Double-clicking a material in the list selects it as the current material and closes the Texture Browser.
== Size ==
This scroll box allows you to set the displayed size of the textures. You can choose from 32x32, 64x64, 128x128, or 1:1 (full size).
== Filter ==
This field allows you to type in a search string. Any texture that includes that string as part of its name will be displayed. You can specify more than one filter string. For example, if you specify the search string "sign 7," any texture with "sign" and "7" in its name will be displayed. Previous search strings can be accessed by clicking on the down arrow.
== Only Used Textures ==
When selected, this sets the browser to display only those textures that have been used in your level. This helps you limit your use of different textures, and avoid using different textures for the same purpose. For games such as , textures are stored in the compiled maps. Reducing the number of textures will decrease the compiled map size. Fewer textures to load also means memory savings while playing the map in the game.
== Keywords ==
This section appears to be a Valve-specific tool. From the list provided, you can select a specific keyword that will display only the textures used in the respective selection. For example, selecting "c17" will only show the textures used in City 17 style maps. It may have been used to group textures together for the sake of organization.
== Mark ==
This button allows you to Mark (select) all objects or faces that contain the selected material. You can then adjust those faces as required (textures, scaling, lightmap resolution, etc).
If the texture Browser was evoked in Face Edit mode, Mark will highlight individual faces that contain the selected material, as if you selected each face by hand. Outside of Face Edit mode, entire objects that contain the material will be selected.
== Replace ==
Opens the Replace Textures dialog with the currently selected material already in the Find field.
== Open Source ==
Opens the VMT file that was used to generate the material currently selected. The file is opened with the Windows application associated with text files. You must have .VMT files associated in Windows with a text editor (such as Notepad) for this function to work correctly. To test this, double-click a .VMT file in an Explorer window and make sure it opens properly.
== Opaque, Translucent, SelfIllum, Envmask ==
Shows materials that contain these properties in their material definitions. Unchecking these options will hide any materials that have those properties.
== Show Errors ==
Shows materials that contain errors in their material definitions.
== See also ==
* Hammer Textures Toolbar
* Face Edit mode
* Applying Materials to Solids
Category:Hammer Dialogs
Hammer Textures Toolbar

__NOTOC__
Category:Hammer Toolbars
This Hammer toolbar allows for selection and browsing of materials so they can be applied to map geometry.
==Texture Group==
Use the Texture group text box to view a different subset of textures. You will have a choice between viewing all available materials, or viewing materials from individual mod directories. Pick an entry from the list, and only that groups of materials textures will be available for selection.
==Current Texture==
The Current Texture lists the last eight materials used, then continues with a list of the remaining available materials (as dictated by the Texture group selection).
==Browse...==
The opens the Texture Browser dialog, where you can select from all available materials.
==Replace==
The will bring up the Replace Textures dialog, where you can can search and replace materials for one another.
Hammer Textures in 3D View

The Hammer Editor 3D Camera viewport (or window) defaults to Wireframe mode when Hammer is run for the first time.
There are two methods to change the viewport from Wireframe to Textured mode -- via the View menu, or using the menu built into the 3D viewport.
== Using the View Menu to Switch Display Modes ==
To use this method, go to the Hammer View Menu and pick Textured Polygons from the menu.
== Using the viewport menu to switch display modes ==
Each viewport has a text label with the viewport name. For the 3D View, the label is camera.
To change the 3D view to textured mode, click on the camera text label and pick 3D Textured from the menu.
== See also ==
* Hammer View Menu
* 3D and 2D Views
Category:Level Design FAQ
Hammer Torus Properties

__NOTOC__
The Torus tool allows you to make complicated curved shapes, such as pipes. The graphic preview gives an approximation of how the final torus will look with the settings chosen.
== Options ==
;Preview
:This button will redraw the graphic preview of the torus using the current settings.
;Wall width
:This is the width of the individual pieces of the torus. You can extend the torus walls outward by using a negative value here.
;Number of Sides
:You can enter a value here between 3 and 100.
;Arc
:This is the number of degrees the torus will span. You can enter a value here that is between 8 and 360. Clicking the Circle button will automatically insert 360.
;Start Angle
:This lets you adjust the angle of the torus pieces, by setting the degree that the first piece is created:
;Cross-Section Radius
:This allows to make torus middle point larger or smaller. 
;Rotation Sides
:The amount of faces/sides in total volume of the torus.
;Rotation Arc
:The amount of rotations in degrees. (360 = one complete rotation)
;Rotation Start Angle
:The angle which the arc starts at.
;Rotation Height
:The amount of units the shape will curve upwards or downwards. This option is currently unusable and generates invalid brushes.
== See also ==
* Block Tool
* New Objects Bar
* 2D Views Options
Category:Hammer Tools
Hammer Transform Dialog

The Transform dialog allows you to rotate, scale, or move an object with precise values in any of the X, Y, or Z planes. Values are in either units or degrees as applicable.
To move objects using Transform dialog:
# Select the objects you wish to move.
# Choose Transform from the Tools Menu. The dialog seen above will apear.
# Select the "Move" radio button.
# Type in the distance you wish to move the objects in the X, Y, or Z axis fields. You can enter a value in any or all of the fields. Make sure to change values of 0 into 0.0 to fix strange behaviour!
# Press OK. The transformation is applied.
Category:Hammer Dialogs
Hanging lamps

This is a tutorial for creating lamp props that swing realistically when shot at.
===Introduction===
Say you, for example, want a prison_lamp001 type of lamp in your map. It has three types - 001a, 001b and 001c. While type a and b are easy to set up, good for performance, and works well if the player can't reach or shoot at them, a single shot or nudge at these lamp types will reveal that the cord that they're hanging by seem to be made out of rigid steel, which will ruin the realism (and immersion) completely.
To prevent this you can build an advanced rig consisting of a rope (cord), a physics constraint, and the 001c type lamp prop.
===The prop===
First, create the lamp prop. You can use a number of prop models, prison_lamp001c.mdl, lamp_standard_off01.mdl, lamp_bell_on.mdl and light_industrialbell01_on.mdl being the most suitable alternatives. Normally making the model a prop_physics will suffice, but the prison_lamp001c lacks physics data (making it a prop_static like its other versions), so in order to prevent it from being deleted in-game due to violating prop type standards, we will need to make it a prop_physics_override instead. Name the lamp so that it can be parented by the cord and the constraint later on.
===The rope===
Secondly, set up the rope as normal - a move_rope attached at the ceiling, leading to a keyframe_rope where the lamp is going to be hanging from. (See Cables and Ropes if you are uncertain.) In the Parent field of the keyframe_rope, insert the name of the lamp prop, and give it a width (1-64) of 1.
===The constraint===
The biggest worry about setting up hanging lamps is which constraint to use. Instinctively a phys_lengthconstraint would be the obvious choice, but in-game this constraint make the lamp bounce around like possessed, even with added iterations from a phys_constraintsystem. (The reason for this is that the weight of the lamp keeps tugging on the constraint.)
Other tutorials uses a phys_ballsocket to eliminate the bouncing, but instead creating a result similar to if just a ballsocket and a type 001a or type 001b prop were to be used.
I suggest using a phys_spring because it lets you control the "bounciness" (seen using the phys_lengthconstraint). Set Entity 1 to the name of the lamp prop, the Spring Length to only a third of the distance between the ceiling and the lamp (because the weight of the lamp will still be tugging at the constraint, stretching it), String Constant to about 100, and Damping Constant to 16.0 for a good result. (Feel free to experiment with the values.) To prevent "rubber" cords, you can set Break on Length to a reasonable length. Also check the Force only on stretch flag.
Category:Tutorials
Hangover

== Overview ==
Gordon Freeman finds himself on the seashore with a terrible hangover. He is surrounded by empty beer bottles, a few headcrab corpses, and a bicycle. He does not remember anything about how he got there, or what happened there, or the night before. He sets off to find out, and as usual, gets into a bunch of “fun” activities along the way.
== History ==
Development (and getting to know the Steam engine and learning the Hammer editor along the way) started back in February 2009. 
It is the author's first released mod for .
Development was considered finished in the summer of 2012, then patiently waited for a couple of graffiti just to find that in the meantime the Source SDK has changed so much that the same levels can't be simply compiled anymore in 2015. It would require too much work to update the levels (convert intricate constructions and large portions of the levels from brushes to meshes) just to be able to recompile them, along with the graffiti, with the current tools. 
The originally compiled levels from 2012 were released in November 2015. (Players will just have to imagine those graffiti onto some empty walls where they were intended to be.) :-)
== Team ==
Idea, Design, and Construction
* Peter Urbanics
English Proof Writing and Rewriting
* Robert Wright - Auxor
Graffiti Vandal
* Taks Tipson
Voiceacting
* NPC Citizen: Stephanie Eldracher
* NPC Miner1: Rob Martens
* NPC Miner2: Matthew Leigh - [VGN] Chronos[Ha-G]|KK
* NPC Miner3: Phillip Marlowe - PlanetPhillip
Playtesting
* Clay Allen - Claytonian
* Robert Wright - Auxor
Beta Testing
* Beta Testers Collective
* Shaun Friend - Mman
* Christopher Dossor
== Media ==
File:Hl2 2015-11-22 09-48-02-762.jpg|screenshot01
File:Hl2 2015-11-22 09-51-34-182.jpg|screenshot02
File:Hl2 2015-11-22 09-57-29-846.jpg|screenshot03
File:Hl2 2015-11-22 09-57-55-076.jpg|screenshot04
File:Hl2 2015-11-22 09-58-32-207.jpg|screenshot05
File:Hl2 2015-11-22 10-00-04-255.jpg|screenshot06
File:Hl2 2015-11-22 10-00-57-975.jpg|screenshot07
File:Hl2 2015-11-22 10-02-36-600.jpg|screenshot08
File:Hl2 2015-11-22 10-03-43-635.jpg|screenshot09
File:Hl2 2015-11-22 10-04-11-380.jpg|screenshot10
File:Hl2 2015-11-22 10-09-37-149.jpg|screenshot11
File:Hl2 2015-11-22 10-14-11-123.jpg|screenshot12
File:Hl2 2015-11-22 10-15-13-482.jpg|screenshot13
File:Hl2 2015-11-22 10-19-54-669.jpg|screenshot14
File:Hl2 2015-11-22 10-21-04-888.jpg|screenshot15
File:Hl2 2015-11-22 10-23-13-632.jpg|screenshot16
File:Hl2 2015-11-22 10-37-21-580.jpg|screenshot17
File:Hl2 2015-11-22 10-54-21-749.jpg|screenshot18
File:All graffiti together.jpg|graffiti
File:Hangover Chapter1 Capsule.jpg|Hangover capsule image
File:Hangover Chapter1 header.jpg|Hangover header image
== External links ==
* 
*
Haptic relay

==Entity description==
The haptic_relay is an entity which ostensibly has the power to trigger force-feedback in VR controllers based on its properties being similar to env_shake. It appears to share some attributes with logic_relay but requires additional testing for use. 
 
Investigate: .hpt files in scripts/haptics, audio2haptic_inputkv.txt, and OnHandEvent input.
== Properties ==
== Outputs ==
==Inputs==
Category:Entities
Category:Half-Life:_Alyx_Entities
Hard Light

Hard Light Surfaces are a puzzle element of . They are solid slats of light produced by special emitters, and can be redirected through portals (just like Thermal Discouragement Beams and excursion funnels). They can be used as floors or ceilings, block LOS from turrets, or stop flying objects in mid-air, like cubes.
They can be painted with any kind of gel, however only repulsion and propulsion gel change anything. Portal shots and lasers can pass through hard light bridges or walls, which is why conversion gel and reflection gel don't work. Painting one side of the surface affects both sides. 
== Creation ==
Hard light surfaces are emitted by a single . Create a "dirty" wall projector by adding a keyvalue with a value of 1 (disable "Smart Edit" to do this).
== External links ==
Example map with a VMF included.
Category:Portal 2 Level Design
Category:Portal 2 Tutorials
Havok

Havok is a company that licenses the physics middleware used in Source games. The original engine licensed by Valve, Ipion Virtual Physics (IVP), was acquired by Havok in 2000 with the original hefty license fees intact. It is now a legacy product superseded by Havok's in-house middleware suite. Havok was acquired by in 2015.
== Licensing ==
IVP was initially licensed for an estimated $50,000-$60,000 per title. The licensing cost for third-party games formerly was $25,000 per title, and only applies to commercial games and/or mods.
As of 2021, the licensing cost for use with Valve engines has been waived in an agreement between Valve and Microsoft (the parent company of Havok). The license is now free.
Rubikon, the physics engine, was built in part to replace the Havok middleware and reduce licensing costs.
== External links ==
* Website
* About Havok Physics
Category:Physics
Category:VPhysics
Hazard Course

Hazard Course is a chapter in , designed to teaching player how to play the game. This chapter was later expanded on the version, adding a cutscene in which a Black Mesa scientist explains the risks of potential injuries Gordon may receive during the training course, as well as introducing the additional room teaching the player to use the lock-on feature present in the console edition of the game. 
==Introduction==
:"Hello and welcome to the Black Mesa Hazard Course, where you'll be trained in the use of a hazardous environment suit. I am your holographic assistant. Let's begin by stepping into your suit. You can see it suspended up ahead of you."
==Maps==
The following .bsps comprise this chapter.
*
*
*
*
*
*
*
==Gallery==
t0a0_intro.png|Start of the Hazard Course, with the Holographic Assistant waiting.
===Extended version ===
File:HL_PS2_Hazard_Course_intro_screenshot.png|A Black Mesa scientist explains the risks of potential injuries Gordon may receive during the training course.
Category:Regions & Atmospheres
Category:Half-Life Continuity