nyuuzyou/wikis huggingface dataset:
Choropterygida

Taxobox
Choropterygida were a group of kinetoramphidans distinguished by their lack of propulsory fins. The earliest choropterygidan fossils are known from scales and vertebrae from the early Devonian of Ukraine and Germany. As one of the first offshoots of the Kinetoramphida, they were a short-lived but successful clade throughout the Devonian up until their decline and then extinction in the early Carboniferous. Choropterygidans were the primary vertebrate predators among reef environments for a great deal of their history.
== Characteristics ==
Choropterygidans lacked lateral fins along their bodies, and overall had more elongated bodies than other early gnathostomes. As with other kinetoramphidans, they were capable of a great deal of cranial kinesis, but less than osteotelans. Choropterygidan skulls were stocky and powerful; the jaws typically narrowed significantly upon passing the joint, but still bore thick and sturdy bone walls. Their vertebrae were typically tall and slender by kinetoramphidan standards.
== Evolution and extinction ==
The earliest known choropterygidan was discovered in terminal Pragian beds of Ukraine. It is represented by a sequence of five vertebrae; this specimen is not currently considered complete enough to be given its own genus. Said vertebrae completely lack the strain marks seen on osteotelans with fins. The lack of those markings imply this may be the first choropterygidan. However, with the lack of more definitive material, its affinities can't be definitively stated. Much more complete choropterygidan remains are found in the Hunsrück Slate of Germany, dating to the early Emsian (approx. 400 million years ago). Several taxa seem to be present from this formation in the genus Schuppig, all of which are known from crushed skeletons and soft tissue. These are the first members of a family (Schuppigidae) that became ubiquitous during the Devonian. Specimens of Schuppig feature long, thin skulls with a high degree of cranial kinesis, long and narrow teeth, and a long, finless body covered in smooth scales.
Schuppigids continued to thrive, especially in coastal and reef environments. Larger choropterygidans also appeared, such as the pelagic bone-crushing Pistricidae and enigmatic, possibly bathypelagic family Scotoplasmidae. Other taxa are known from scanty remains, or those that cannot be referred to any other families. One such oddball is Carcharophis from the Famennian of Antarctica; it was a large macropredator of a sort otherwise unseen in choropterygidans. At this time, the majority of large or unspecialized macropredators were eurypterids, cephalopods, mitrichthyeans or osteotelans; this was a rare exception.
After flourishing throughout the Devonian, choropterygidans were dealt a terrible blow by the Hangenberg event. Along with other reef-dwelling organisms, schuppigids went extinct, as did pistricids. Scotoplasmid fossils are known from the Carboniferous in low numbers, but no fossils are known from later than the Serpukhovian.
Category:ChoropterygidaCategory:KinetoramphidaCategory:Pragian first appearancesCategory:Serpukhovian extinctions
Eoramphos

Eoramphos (from Greek eos, "dawn", and rámfos "rostrum") was the earliest definitive kinetoramphidan, from the late Silurian of what is now Virginia. It was a mid-sized (for its time), possibly carnivorous fish. Its long, jointed jaws were the first of their kind, and a template for what would come to be one of the most successful vertebrate groups in Novasiluria's history.
== Description ==
Eoramphos was a very long, slender animal, with a thin fin of soft-tissue running over each side of its body. Compared to other early kinetoramphidans, it was fragile, with thin bone walls and a generally lean physique. Its skull was rounded and relatively stout up to the craniofacial hinge, at which both jaws narrowed to a consistently slender and slightly decurved rostrum. Both jaws contain ~35 teeth, though some may be missing from the only fossil. Each of these have the same structure; moderately curved and narrow, seemingly adapted for catching and tearing apart small prey like cephalopods. The degree of kinesis allowed by the skull is unclear, but appears to be more restricted than that of more advanced taxa. 
The 'fin' lining the body does not appear to have any bony core, but mysterious 'fluttering' impressions found nearby may belong to this taxon, and stress marks on the ribs of the holotype support this.
The total body length of the holotype individual has been estimated at roughly a meter long.
== Biology ==
The cranial kinesis of Eoramphos would have allowed its jaws to open wider than usual, which may have aided in catching or swallowing prey. Its jaws resemble those of Home-Earth needlefish, predators of cephalopods, crustaceans and fish. It is reasonable to believe Eoramphos shared a similar diet. The details of its fins are unknown, but if its skeletal morphology and high stress on the ribs are anything to go by, it was probably a reasonably fast swimmer.
== Classification ==
Eoramphos is considered by most scientists to represent the youngest and basalmost kinetoramphidan known to science. It does not bear resemblance to any other group of kinetoramphidans, and most likely represents a sister taxon to all others.
*Kinetoramphida
*** †Eoramphos
*** Osteotela
*** †Choropterygida
== Ecology ==
Eoramphos lived in a habitat of shallow seas, possibly living among coral reefs. It would have been a primary or secondary consumer in its environment.
== See also ==
Timeline of kinetoramphidan evolution
Osteotela

Osteotela is a clade of aquatic and eventually amphibious vertebrates characterised by calcified spines supporting fins along the lateral line, a high degree of cranial kinesis, and robust teeth. Osteotelans have a rich history over the course of over 400 million years. They first diverged from other kinetoramphidans in the Pragian period of the early Devonian, represented by a sudden explosion of diversity among predatory, omnivorous and benthic-feeding niches. Early osteotelans avoided competition with eurypterids due to their different habits, but soon became the dominant large predators among many reef and freshwater environments. For the rest of the Paleozoic, eurypterids remained as smaller pursuit predators in reefs and open seas, some even moving to bathypelagic habitats.
Along with the Mitrichthyes, the Osteotela were the dominant vertebrates for a great deal of Earth's history; unlike the Mitrichthyes, osteotelans eventually became widespread in terrestrial environments by the mid Carboniferous, and by the early Permian, they represented at least ninety-five percent of land vertebrates.
== Characteristics ==
Osteotelans can be easily differentiated from their earlier cousins by their cranial and postcranial morphology. Compared to other, extinct kinetoramphidans, the degree of kinesis and flexibility allowed by their skulls was quite significant; the skulls of several basal osteotelans have been estimated with a flexibility range of 80°.
Bad for Ray

Bad for Ray est le deuxième chapitre de Rayman Dimension Travel.
==Résumé==
Rayman et Murphy, accompagnés de la troupe de Dorothée, cherchent Ly. Après avoir fait les sujets de test du professeur Von Kriplespac, ils la trouvent en combattant l'épouvantail (Batman). Lorsqu'ils reviennent à la croisée, elle leur dit qu'elle ne sait rien sur ces portails, mais qu'elle connait un ptizêtre nommé Théo Ricao qui a fait une théorie dessus. Le ptizêtre s'étant fait aspiré par un portail, ils entrent dans l'un des portail en espérant le trouver.
==Personnages==
===Personnages principaux===
*Rayman
*Murphy
*Ly
===Personnages secondaires===
*Dorothé (Le magicien d'Oz)
*L'épouvantail (Le magicien d'Oz)
*Le bucheron (Le magicien d'Oz)
*Le lion (Le magicien d'Oz)
*Von Kriplespac (Conker)
*The great Mighty Poo (Conker)
*L'épouvantail (Batman)
*Mage ptizêtre
===Personnages mineurs===
*L'épouvantail (Conker)
*Les gardes (Conker)
*Les tediz (Conker)
*Tintin (Tintin)
*Milou (Tintin)
*Troll conducteur (Rayman : Anything Adventure)
*Grub
*Batman (Batman)
===Caméo===
*Donald Trump
Le grand maître

Attention ! Cette page contient des spoilers sur la fanfiction Rayman 4 : la terrible vengeance.
Le grand maître est un être mystérieux qui est apparu pour la première fois dans la fanfiction Rayman 4 : la terrible vengeance de Mariokartwii2. C'en réalité Namyar, le frère jumeau obscur de Rayman qui a été banni de la Croisée des rêves pour sa cruauté. Il veut prendre sa revanche en tuant son frère et en changeant la Croisée des rêves à son image en détruisant le cœur du monde.
Ninjaws

Ninjaws est un antagoniste apparu dans la version playstation de Rayman 2. C'est le chef des Sbires Ninjas, la troupe d'élite de l'armée de Barbe-Tranchante. 
== Histoire ==
Désespéré, Barbe-Tranchante demande à Ninjaws d'éliminer Rayman pour l'empêcher de récupérer le deuxième masque de Polokus. Ninjaws accepte et combat le héros au le Sanctuaire de Pierre et de Feu, mais Rayman réussit à le vaincre.
==Apparitions dans les fanfictions==
===Rayman et la Troilorean===
Ninjaws fait une courte apparition en tant que commandant de la base de la forêt pirate. On apprends que le mage ptizêtre a été l'un de ses prisonniers durant les évènements de Rayman 2.
===Rayman 5 : La légende bleue===
Ninjaws apparaît d'abord dans la grotte de glace, où il contrôle Umber pour combattre Rayman. Mais Ly et Emma réussissent à le vaincre. Rayman n'estime pas Ninjaws comme l'un de ses plus puissants ennemis.
[ALERTE SPOILER]
Il apparaît plus tard lors de l'ultime combat avec les autres boss de Rayman 2.
[LES SPOILERS SE FINISSENT ICI]
===The World of Rayman ===
Barbe-Tranchante demande à Ninjaws de trouver un plan pour attirer Rayman dans son repaire. Il découvre que le héros a une nouvelle alliée de la même espèce (Océane). Il attaque donc l'équipe de Rayman et la piège pour l'amener à Barbe-Tranchante. Il est ensuite chargé de la garder, mais fuit lorsque Rayman arrive.
===Rayman et la vengeance des titans===
Il est devenu bon quelques mois après les évènements de Rayman Legends et est devenu le protecteur du cœur du monde. Mais les tyrans utilisent Bad Rayman pour le détruire et toucher le cœur du monde.
[ALERTE SPOILER]
Il est plus tard retrouvé et réparé par Pirate-Lunette. Il décide d'unir les maltraités et de former une rébellion pour contrôler la croisée des rêves et se venger des tyrans et de Rayman. Il fait capturer les huit fils de titans pour trouver la personne qui peut révéler la carte du Leptys et commencer son plan. Pour se venger de plusieurs des ennemis des rebelles et financer son plan, il fait aussi capturer l'équipe de Rayman et organise un spectacle. Une fois la carte révélée par Jack Frost, il part avec lui libérer le titan de l'eau. On apprend qu'après sa défaite dans Rayman 2, il a été réparé par un habitant des îles volantes. Il y est resté pour faire des recherches sur le bien et le mal et découvre que le bien triomphe toujours contre le mal, ce qui explique pourquoi il a changé de camp.
[LES SPOILERS SE FINISSENT ICI]
Retour vers la croisée

Retour vers la croisée est le premier chapitre de Rayman Dimension Travel. 
==Résumé==
Rayman se réveille dans un caisson de relaxation d'Aperture Science. Après être sorit de la salle, il voit que le portail qui l'a aspiré l'a envoyé dans la dimension de Minecraft et retrouve Murphy. Après avoir combattu des zombies, être allés jusqu'à un village, avoir monté une tour et affronté Herobrine, ils arrivent à un portail qui les rammène à la croisée des rêves, où ils retrouvent le mage ptizêtre. Ce dernier leur dit que les portails qui sont apparus ont ravagés la croisée, ont fait apparaitre d’étranges choses et monuments et ont aspiré des habitants de la croisée. Rayman décide d'aller avec Murphy dans le portail qui a aspiré Ly dans l'espoir qu'elle sache quelque chose qui puisse l'aider.
==Personnages==
===Personnages principaux===
Rayman
Murphy
===Personnages secondaires===
L'annonceur (Portal)
Herobrine (Minecraft)
Mage Ptizêtre
=== Personnages mineurs ===
Manuel
Zombies (Minecraft)
Villageoi (Minecraft)
Mattslime (lecteur de la fic)
==Anecdotes==
Au départ, la fic devait être une fic à choix où les lecteurs choisissaient, entre autres, la dimension du prochain chapitre. Les lecteurs auraient pu choisir si le premier chapitre se déroulait dans l'univers de Mario, Portal ou Minecraft. Finalement, l'auteur a décidé d'annuler ce concept et de situer le premier chapitre dans la dimension de Minecraft.
==Références==
*Lorsque l'annonceur dit à Rayman "Pour sauter, veuillez lever vos deux pieds en même temps ou tentez de dire « pomme ».", c'est une référence à Portal 2 où au début, lorsque Wheatley demande à Chell de dire "pomme", le bouton qui devait servir à cela est en fait la touche de saut.
*Murphy critique le manuel au début du chapitre, comme il le faisait au début de Rayman 3.
*Quand Murphy dit "Je demanderais qui est l’architecte du coin pour lui conseiller d’arrêter de coder avec le c…", c'est une référence à la chanson Je code avec le Q;
*Vers la fin du chapitre, Murphy dit "Bon allez, on se revoit dans Rayman... euh... 4", c'est une référence à Rayman 3 où avait dit la même chose.
*Juste après, Mattslime lui réplique "Déjà fait. Le 5 et le 6 aussi". Il s'agit de Rayman 4 : la terrible vengeance de Mariokartwii2 et des deux suites de Mattslime.
$additive

It specifies that the material should be rendered additively; that is, its colour values will be added to underlying pixels. This means, among other things, that the material will always brighten the world behind it. This is useful for effects like volumetric dust, light sprites, etc.
==VMT Syntax Example==
 $additive <bool>
 LightmappedGeneric
 {
 	$basetexture glass\window001a
 	$additive 1
 }
The amount of brightening depends on the brightness of the $basetexture. A fully black texture will become invisible, however, other texture effects (such as $detail, $emissiveblend, $envmap) can still be drawn (not implicitly additively).
This does work together with $color and $color2, allowing to control the strength of the additive blending, and change it with Proxies.
$additive is supported by most shaders, and does not require the texture to have an alpha channel. It also doesn't share the numerous caveats of $translucent and $alphatest, such as being mutually exclusive with $selfillum, or other shader parameters that make use of the alpha channel, for that matter.
== Caveats ==
=== Flickering and reversed depth ===
Additive blending suffers from similar alpha sorting issues as regular alpha blended translucency ($translucent, $alpha, etc.). Unlike regular alpha blending, however, additive-blended surfaces will always blend correctly with other additive-blended surfaces.
=== Texture shadows ===
VRAD creates textures shadows for static props exclusively using the alpha channel of the $basetexture of materials containing $translucent and $alphatest. As additive blending doesn't use the alpha channel, VRAD will treat additive-blended surfaces as being opaque. As a workaround, either create a alpha channel and add $translucent ($additive will be prioritized in-game) or use the noshadow RAD file command.
==See also==
*
*, for texture-wide translucency
*, for vector-like alpha edges
*
*, for binary opacity.
translucent
$allowrootlods

$allowrootlods is the QC command. When specified, a model will not discard all but the lowest LOD when a user has MODEL/TEXTURE detail set to LOW.
Useful for models that use LODs aggressively which are not suitable for viewing up close.
==Syntax==
 $allowrootlods	<bool>
__NOTOC__
Category:Modeling
allowrootlods
Category:Source
$alpha

$alpha is a material shader parameter. It scales the opacity of an entire material by the given value. 1 is entirely opaque, 0 is invisible.
If any material on a brush has $alpha, the brush will stop affecting VVIS and become entirely transparent to NPCs from every angle.
This may be used with $translucent, although using $translucent here is redundant, as any $alpha different than 1 will already apply the $translucent parameter.
This cannot be used with $alphatest. If used, the material will be invisible. (Does not apply to L4D2)
==Syntax==
 $alpha	<normal>
==See also==
*$alphatest
*$distancealpha
*$vertexalpha
alpha
$alphatest

It specifies a mask to use to determine binary opacity. White represents fully opaque, while black represents fully transparent. Any values in-between are rounded to either 0 or 1, unless $allowalphatocoverage is also used. This effect is similar to $translucent, except that it can not be semi-opaque (without ), is much faster to render, and the engine can always sort it properly when layered (instead of only on non-detail worldspawn).
==Syntax==
==VMT example==
==Additional parameters==
 
==Comparison==
$translucent	$alphatest
 	
Notice how the $alphatest right circle hardly changes.
==See also==
*$alpha
*$distancealpha
*$vertexalpha
alphatest
$ambientboost

Indicates the model be rendered with the ambient boost heuristic.
In order to keep a model from becoming too dark in some situations, the heuristic boosts the ambient cube contribution in cases where the ambient term is otherwise overwhelmed by any direct lights. To use this, include $ambientboost in your QC files for a given model and the boost heuristic will be applied to the ambient cube contribution of shading.
This technique was first used on Alyx in .
==Syntax==
 $ambientboost
Category:Modeling
A
Category:Source__NOTOC__
$ambientocclusion

Ambient occlusion is a shading method which helps add realism to local reflection models by taking into account attenuation of light due to occlusion . Unlike local methods like Phong shading, ambient occlusion is a global method, meaning the illumination at each point is a function of other geometry in the scene. However, it is a very crude approximation to full global illumination. The soft appearance achieved by ambient occlusion alone is similar to the way an object appears on an overcast day. It is globally supported on the EyeRefract shader. The IFM module, when loaded, makes the $ambientocclusion parameter function on other shaders such as VertexLitGeneric as a means of controlling the intensity of SSAO.
==Using Ambient Occlusion==
===Example VMT Syntax===
The following example is taken from Left 4 Dead from the model material located in L4D root/materials/models/survivors/teenangst/teenangst_eyeball_l.vmt
===VMT Parameters===
;$AmbientOcclusion <float> 
: Controls strength of Ambient Occlusion. (1 = fully enabled, 0 = fully disabled)
;$AmbientOcclColor "[.n .n .n]" 
: Replacing n with a number of the color (RGB format)
;$AmbientOcclTexture "path/to/vtf" 
: Filename of the ambient occlusion texture to use
== See also ==
* Phong Materials
* $phong
* $basetexture
* $envmapmask (specular mask)
* $envmap (environment map)
* $selfillum
a
Category:VMT Lighting
$animblocksize

It changes how animation data is stored within the model.
Normally, all animation data is stored in the .mdl file. If this is specified, all the animation data will instead be written to a .ani file, and when sequences are needed, the data will be loaded on demand. This is helpful for streaming animation data of baked physics. The "size in K" is the block size the animations will be grouped into. Sizes between 4K and 64K are fine, though 16K or 32K has better memory fragmentation characteristics.
==Syntax==
 $animblocksize	(size in K) [nostall] [highres] [lowres] [numframes] [cachehighres] [posdelta <float>]
The optional commands are:
; nostall
: If the animation is splitted into sections the first section is saved in the .mdl file. This usually prevents a model from stalling when loaded mid-game, if it has particularly complex animations that otherwise might take some time to load.
; highres 
: Animations are stored as frames if lowres is not specified.
: This disables low resolution animations.
: This makes position animation frames be stored as uncompressed vectors else the are compressed.
; lowres 
: This disables high resolution animations.
: This makes animations data be compressed and not stored as frames.
; numframes 
: 
; cachehighres 
: 
; posdelta 
: 
==Example==
Found in , "general_dest_plaster_set.mdl":
 $animblocksize	32 nostall highres
==See also==
*$bonesaveframe
*$sectionframes
__NOTOC__
Category:Modeling
animblocksize
Category:Source
$append

It allows you to add more options to the specified sequences or animations after declared.
==Syntax==
 $append "SequenceName" <options>
== Examples ==
$sequence "idle" a_idle {
	loop fps 40
	iklock "rfoot" 1 0
	iklock "lfoot" 1 0
}
// more QC stuff \\
// add this options after all other $sequence options
$append "idle" noautoik x y z
== See also ==
* $prepend Add more options to the specified sequences or animations before any other option.
* $continue Add more options to the specified sequences or animations. Replaces both $prepend and $append QC commands.
* $definemacro
* $definevariable
__NOTOC__
Category:Modeling
append
Category:Source
$appendsource

$appendsource is used to add a new reference mesh to a model with a specified position, rotation, and scale. It is used extensively with VBSP's static prop combine functionality. It is available in .
 
==Syntax==
 $appendsource <reference mesh> "offset pos[ <float> <float> <float> ] angle[ <float> <float> <float> ] scale[ <float> ]"
== Example ==
 $modelname props/threebarrels.mdl
 $scale 6.500
 $body body "old_barrel"
 $appendsource "old_barrel" "offset pos[ -29.564 12.246 0.000 ] angle[ -0.000 -22.500 0.000 ] scale[ 6.500 ]"
 $appendsource "old_barrel.dmx" "offset pos[ -12.246 -29.564 0.000 ] angle[ -0.000 -22.500 0.000 ] scale[ 6.500 ]"
 $sequence "idle" "old_barrel" 
==See also==
*$body
*$model
*$addconvexsrc
appendsource
$attachment

It defines attachments on a model. Attachments are identified by their name, and can be either relative to the model's origin or parented to a bone.
See also Attachments.
== Syntax ==
 $attachment <string|name> <string|parent bone> <Vector|offset> [absolute] [rigid] [rotate <angle|orientation>]
The optional commands are:
; absolute
: Parented to the model's origin. The offset is still relative to the given parent bone, however!
; rigid
: Declares that the bone this attachment is parented to will not move, allowing Studiomdl delete that bone. The attachment will be re-parented to the next bone in the hierarchy. Useful for precise attachment placement without keeping useless bones.
; rotate
: Rotates the attachment, in degrees, relative to its parent bone / the origin.
: 
; world_align
: flag the attachment as should align to world and not to it own root. 
; x_and_z_axes
: alike rotate but only Y axis remain at default value.
: 
== Examples ==
Relative to bone:
 $attachment "anim_attachment_RH" "ValveBiped.Anim_Attachment_RH" -0.00 -0.00 0.00 rotate -90.00 -90.00 0.00
Relative to origin (no bone name required):
 $attachment "nozzle" "" 0 4.8 0 absolute
attachment
$autocenter

The $autocenter QC command aligns the model's $origin to the center of its bounding box and creates an attachment point called "placementOrigin" where its origin used to be.
* This could be useful when Creating custom gibs, to ensure that each gib has a sensible ModelOrigin (center) for lighting, collision, etc. but spawns in the correct position relative to its parent breakable model. Simply model the gibs as a cluster - in their spawn positions, then export each gib separately and add $autocenter to each gib's QC file. Unfortunatelly, $autocenter only works on prop_static.
== Syntax ==
 $autocenter
autocenter__NOTOC__