nyuuzyou/wikis huggingface dataset:
Phys pulleyconstraint

It is a constraint that is essentially two length constraints and two points. Imagine it as a virtual rope connected to two pulleyed objects, specified in the Entity 1 (attach1) and Entity 2 (attach2) keyvalues, each suspended from a pulley above them.
Pulley point 1 - the pulley from which Entity 1 is always suspended from - is the origin of this constraint entity.
Pulley point 2 - the pulley from which Entity 2 is always suspended from - is the position of the "blue ball", set by altering the Pulley Position 2 (position2) keyvalue directly, or by using the Helper Tool.
The constraint keeps the sum of the distances between the pulley points and their suspended objects constant.
== Keyvalues ==
== Flags ==
* 1 : No Collision until break
* 2 : Keep Rigid
== Inputs ==
== Outputs ==
== See also ==
* A Counter-weighted Door.
C
Phys ragdollmagnet

It acts like a magnet for ragdolls. Useful for crafting exaggerated ragdoll behavior (i.e. guys falling over rails on death). If the Bar Magnet spawnflag is set, the magnet works like it was a cylindrical magnet i.e. it attracts ragdolls to the nearest point on a line.
== Keyvalues ==
== Flags ==
== Inputs ==
Category:Forces
Phys spring

It is a physically simulated spring. length is what's known as the "natural spring length". This is how long the spring would be if it was at rest (nothing hanging on it or attached). When you attach something to the spring, it will stretch longer than its natural length. The amount of stretch is determined by the spring constant constant. The larger the spring constant the less stretch in the spring.
== Keyvalues ==
== Flags ==
== Inputs ==
C
Phys spring (Source 2)

It is a physically simulated spring. length is what's known as the "natural spring length". This is how long the spring would be if it was at rest (nothing hanging on it or attached). When you attach something to the spring, it will stretch longer than its natural length. The amount of stretch is determined by the Spring Frequency. The larger the spring frequency the less stretch in the spring.
== Keyvalues ==
== Flags ==
* 1 : Force only on stretch
== Inputs ==
C
Phys thruster

It is used to apply constant acceleration to a physics object. The force and torque is calculated using the position and direction of the thruster as an impulse. So moving those off the object's center will cause torque as well. Torque can be removed by unchecking the Apply Torque flag. The position of the thruster can be forced to be at the object's center by checking the Ignore Pos flag.
== Keyvalues ==
== Flags ==
* 32 : Ignore Pos
== Inputs ==
== Outputs ==
==See also==
*Trigger_gravity
Category:Forces
Physically Based Rendering

Physically based rendering (PBR) is an approach in computer graphics that seeks to render graphics in a way that more accurately models the flow of light in the real world. Many PBR pipelines have the accurate simulation of photorealism as their goal. Feasible and quick approximations of the bidirectional reflectance distribution function and rendering equation are of mathematical importance in this field. Photogrammetry may be used to help discover and encode accurate optical properties of materials. Shaders may be used to implement PBR principles.
==In Source==
 does not ship with PBR by default. However, it is possible to add PBR shaders to a mod.
Additionally, there are five third-party Source Engine branches or games that supports and use PBR:
* (in development)
* 
* 
* 
* 
* ()
==In Source 2==
The default shaders in utilize PBR.
==See also==
* Adding PBR to your mod
* Adapting PBR Textures to Source
* PBR (Strata shader)
* Creating PBR materials
==External links==
* Physically Based Rendering on Wikipedia
Category:Source
Category:Material System
Category:PBR
Physics

Category:HubsCategory:Level Design
== Entities ==
*Physics Entity Overview—constraint entity listing
*Physics can be brush-based, like , or model-based, like , , or . Physics objects can be picked up either with the use key or the .
==Topics==
* VPhysics - 's built-in physics engine
* - 's physics engine
* Baked physics - Animations displaying pre-calculated physics generated in an external physics simulator
* Optimization (level design)/Physics
* Cloth Simulation
==Tutorials==
* Car Explosions
* Blowout Doors
* Suspended Object Trap
== See also ==
* :Category:Physics
* :Category: Level Design
Physics Mayhem

Physics Mayhem is a physics engine bug present in all Source branches using Havok except . 
If an entity's solidity type or collision group is changed manually (for example, by using addoutput solid 2 with I/O or NetProps.SetPropInt(entity, "m_CollisionGroup" in VScript), internal cached physics information will not be updated. Eventually, Havok can implode attempting to run the simulation with the stale information when this entity comes in contact with other objects. Effects range from unpredictable, bouncy prop behavior to all VPhysics-simulated objects falling through all geometry. This bug is global and once it occurs, it is unrecoverable. The only fix is a full server restart.
To avoid this bug, do not set the solid or collision group fields manually. Instead, use the game's native routines to handle this. In VScript, this is SetSolid and SetCollisionGroup. In SourceMod, use CollisionRulesChanged.
The technical reason for this bug is a hack introduced for E3 2003 involving unused collisions. A global boolean variable is set to true when a specific edge case happens, intended to defer collision code later temporarily. Unfortunately, the boolean is never set back to false, and this causes all collisions to permanently fail. 
== Patch for 32-bit Garry's Mod ==
Using a hex editor, open vphysics.dll and search for the hex sequence FE 02 7C EC 33 F6
Replace the bytes after that sequence to 8D 05 FC 7E 0D 10 90 89 35 F8 7E 0D 10 80 38 00 C6 00 00 74 0C 90 90 90 90 90.
This will automatically set the boolean to false after a collision failure occurs, therefore making the physics engine recover.
== External Links ==
* Old documentation of this bug (Alliedmodders forums)
* Technical bug report (Alliedmodders bugzilla)
* Garry's Mod report (Facepunch forums, archived)
Physics cannister

It is a physically simulated gas canister (with a misspelled entity name) that can have its cap shot off, at which point gas will start escaping, causing the canister to fly around. If it takes enough damage, it will explode. 
Usable models in :
* models/props_c17/canister01a.mdl
* models/props_c17/canister02a.mdl
* models/props_c17/canister_propane01a.mdl 
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
Physics impact force

A very rough guide to physics impact force as used on entities in . I was unable to test the phys gun in this test. Also all tests were point blank so bear this in mind.
Tested values are as follows: 500,1000, 2000, 3000, 4000,5000, 6000, 7000,8000,9000,1000,11000,12000,13000,14000,15000,20000,25000,30000,35000,40000,45000 and 50000
Note: ">" before a number means more than (P) = Primary Fire (S)= Secondary Fire
# Pistol > 500
# SMG > 500
# AR2(P) > 500
# Crowbar > 3000
# Grenade throw > 4000
# Shotgun(P) > 9000
# 357 > 10000
# Shotgun(S) > 15000
# Crossbow > 20000
# Grenade > 30000
# RPG > 30000
# SMG (S) > 30000
# AR2(S) > 50000
Physics optimization

It's rare that a map that exists without any physically-simulated objects. How can we keep the performance costs of all these items under control?
== Spawnflags ==
These spawnflags apply to prop_physics, and some to prop_ragdoll.
;Start Asleep
:Suspends all physics calculations until the entity has a force of some sort exerted on it. Its primary use is to avoid the first moments of a map being a slideshow as all of the objects in it 'settle'.
:But of course you do want that settling to happen, or else objects will be suspended in the wrong position. You can escape this catch-22 with the map_edit command.
;Debris
:Debris objects don't collide with anything but brushes, vastly reducing their cost. They can optionally be 'ploughed through' by the local player with cl_pushaway_force.
:
;Motion Disabled
:Does exactly what its name suggests. Unlike sleeping, it can be (and is only) affected with the EnableMotion and DisableMotion inputs.
== phys_constraintsystem ==
This entity manages a group of interacting physics constraints to reduce processing overhead and keep them more stable. Just link the entities to it and the engine will do the rest.
== Network performance ==
The amount of network data physics objects create can become an issue in multiplayer. To help with this, use prop_physics_multiplayer (In Half-Life 2: Deathmatch maps use prop_physics or prop_physics_respawnable, using prop_physics_multiplayer highly not recommended); it simplifies collision models for complex entities to reduce bandwidth, and makes everything a little bit bouncier to try and hide latency paradoxes.
It also automatically makes smaller objects client-side, which can be overridden with the 'Force server-side' spawnflag if needed.
----
<< Return to Optimization (level design)
Category:Level Design
Category:Physics
Physler

Physlers are a custom testing element in Portal 2, created by Felix Griffin (based on a Portal map by Omnicoder).
They are modified Fizzlers which do not reset the Portal Gun or destroy objects. Rather, any physics objects besides the player are blocked, as if by a wall, while lasers, tractor beams, and Hard Light Bridges can move right through.
==Creation==
==Manual Creation==
These fields can be created similarly to Fizzlers, but using a func_brush instead of a trigger_portal_cleanser, with material effects/physler. The blocking is accomplished with another brush textured with tools/trigger, tied to a trigger_physics_clip entity.
Pilotable Strider Mod

==Overview==
Pilotable Strider Mod is a Half Life 2: Deathmatch Modification. Ever look at the strider in Half-Life 2 with awe and want to jump in and fry some baddies? Here is your chance. You can drive a Strider, the helicopter or the combine APC. 
==Features==
* Drive a Strider, a Helicopter or a Combine APC. Just press the "USE" key and move around the map with your new pilotable friend.
* Enhace your HL2: Deathmatch experience. 
* Use a sniper rifle in this version.
* Play with some of the HL2 Characters like Alyx.
==Screenshots==
===Version 0.3.1===
==Current version==
Version 0.3.51
* Added new mouse movement to Strider and Helicopter
* APC server crash fixed
==Coming soon==
Version 0.4
* Dog, Antlion and Gunship will be pilotables.
* New Game mode: Strider King.
* New Weapon: Strider Killer.
==Other versions==
Version 0.2.75 (Single Player)
* Drive the Strider, Helicopter, APC, Antlion or Gunship in any HL2 map.
* You can spawn one of the five new pilotables and use it versus Combine.
==Media==
*Version 0.4: Dog In-game : http://www.youtube.com/watch?v=GrvKqFEv7eo
*Version 0.4: Dog vs. Strider (Alpha development): http://www.youtube.com/watch?v=VVGxKu8ID9Q
==History==
Pilotable Strider Mod was one of the first mods for Half life 2. With 6 beta versions released, and more than 150000 downloads, the team now is working in the Strider Mod 4 version, with a new game mode and new pilotables added.
==Team==
TheQuartz. Project Leader and Main Coder.
_David_. Mapper Leader.
==Other info==
* Pilotable Strider Mod in ModDB:
Category:Multiplayer Mods
Pipe Valve

==Introduction==
During the game, players will encounter various scenarios, where they will need to turn a pipe on and/or off to achieve an effect or desired progress in the game. This page will describe steps on how to build a functional piece valve prop for a custom map, where:
* The Player can +USE the valve object and it will turn (to open position).
* The Player can repeat the +USE action and the valve object will toggle back (to closed position)...OR...
* With the Toggle (Disable Auto Return) Flag un-checked, the valve object will automatically return to closed position.
== Required entities and objects ==
1) MOMENTARY_ROT_BUTTON (This is a brush-model entity.) 
:a) Create a new texture brush on your map. 
:b) Use your editor's 'MOVE SELECTED TO:' feature to convert the brush from World to Entity. 
:c) Set the entity's class as a momentary_rot_button. 
:d) Name the entity as "FM1" 
:e) Select and apply the brush-texture: "Invisible" to the entity. 
:f) For vertical position of the valve, set the following flags:
::* Not Solid Checked 
::* Toggle Unchecked (optional) 
::* X Axis Checked 
::* Y Axis Checked 
::* Use Activates Checked 
:g) For Horizontal position of the valve, set the following flags:
::* Not Solid Checked 
::* Toggle Unchecked (optional) 
::* Use Activates Checked 
2) PROP_DYNAMIC (This is a point entity (Wheelvalve prop).) 
:a) Place a new prop_dynamic entity on your map.
:b) Choose and select its world model skin from one of the following, as: 
::* [models\props_pipes\valvewheel001.mdl]
::* [models\props_pipes\valvewheel002.mdl]
::* [models\props_pipes\valvewheel002a.mdl] --- Note: This model is larger.
:c) Name the entity as "W1" 
:d) Select its Parent as [Func_for_Valve] 
3) PROP_STATIC (This is a point entity (Pipe-valve prop)) 
:a) Place a new prop_static entity on your map. 
:b) Choose and select its world model skin from one of the following, as: 
::* [models\props_pipes\valve001.mdl] --- Note: Best if used with the larger wheelvalve model.
::* [models\props_pipes\valve002.mdl] 
:c) Naming this entity is not required 
== Set Inputs/Outputs (I/O)==
1) Set the following output trigger(s) in the (FM1) brush's I/O. 
==Place, Align, and Group the objects==
Follow these steps:
* Center the origin of the prop_static entity (pipe system).
* Place the prop_dynamic entity "W1" into the desired position on the pipe system.
* Set the desired Pitch Yaw Roll (Y Z X ) values for entity "W1". 
* Center the origin for "W1".
* Align "W1"'s origin with the prop_static's origin as close as possible.
* Place the momentary_rot_button brush entity "FM1" over "W1", making sure that "FM1" completely encloses "W1". Allow enough extension of "FM1" for the player to touch it. 
* Center the origin for "FM1".
* Align "FM1"'s origin with "W1"'s origin as close as possible. 
* Set the (Y) value for "FM1" equal to the (Y) value of "W1". (Note; If you move and/or re-orient these objects to a different position in the map, repeat this step.)
* Group all the objects. (You can also save the finished group as a pre-fab) 
From "The PaperDog"
Category:Tutorials
Pirates, Vikings, and Knights II

Category:Multiplayer Mods
__NOTOC__
= Welcome to Pirates, Vikings & Knights II - Beta 2.3 Available - Download Now! =
 
 
== Overview ==
Pirates, Vikings & Knights II is a Half-Life 2 modification based on 3 teams from times past locked in a never-ending battle for wealth, dominance, and power.
PVK II pits each team against one another in a variety of different surroundings, from the frozen Viking Northlands, Medieval castles and villages, to the tropical Caribbean. Even mythical lands told of in legends. . Each team and class has their own strength and weaknesses. Vikings being more the close combat specialists, Pirates preferring quick strikes and long distance attacks, and Knights being the all around team.
Cooperation will lead you to victory and glory!
* Visit the official PVKII site
 
   
 
== Features ==
Unique Classes
* Each team will eventually have their own unique set of classes (6) that correspond to the team.
Unique Weapons
* Each Class spawns with their own unique weapons. These weapons are historically accurate and unique, each adding a different strategy to how the class is played.
Multiple Game Modes
* Booty, Booty Tag, Territory, Pillage, Siege
* and more!
Melee Combat system including blocking/parrying
* Players can attack in 4 different directions depending on their movement direction. Blocking/Parrying these attacks is the best way to get in a shot of your own.
Special Abilities
* Each player has a special ability meter. When full they will be able to activate a special move/ability unique to each class.
Beautiful Maps
* The maps will range from Realistic European countrysides, Scandanavian Villiages, Harbors and Ship Ports, Castles, Keeps, Catacombs, Winter Landscapes, & Forests, to some not necessarily realistic maps, but fun nonetheless.
 
 
 
 
==Help Wanted==
Shader/Special FX Programmer
* General understanding of computer graphics theories and techniques.
* Solid skills in C++.
* Strong knowledge of programming pixel and vertex shaders.
Faceposer Artist
* Responsible for creating facial expressions, lip-syncing, and phoneme extractions. Preferably, you will also have experience with creating morph targets in 3ds Max.
Keep an eye out on our Help Wanted page for more.
 
 
== Media ==
* PVK II Teaser Trailer / Low Quality - Youtube
* PVK II Teaser Trailer / High Quality - Filefront Broken
Piston Platform

Piston platforms are a testing element used in Portal 2. They're used as lifts that rises up when powered.
== Creation ==
1. Create a prop_dynamic with the model set to models\anim_wp\arm_interior_192\arm_interior_128_paneltop.mdl and place it in the upper position of the lift.
2. Create another prop_dynamic, this time with the model set to models\props_bts\straight_piston_end.mdl. Position it so the top of it touches the underside of the platform model.
3. Create two brushes textured with tools/toolsinvisible following the general shape (see image) of the objects and tie it to a func_door entity.
4. Set the following keyvalues in the func_door:
* Name = set this to something memorable, like lift_door
* Speed = 32
* Start Sound = World.PlatformStart
* Stop Sound = World.PlatformStop
* Delay Before Reset = -1
* Force Closed = Yes
* Move Direction = 90 0 0
* Loop moving sound? = Yes
* Spawn Position = Open if you want the lift to start in the lower position, Closed if you want it to start in the upper position.
And set the following flags:
:* Toggle = true
:* Touch opens = false
4. Set the parent of the platform and piston models to the func_door.
5. Create something to activate the platform. In this example we'll use a prop_floor_button. Give it the following outputs:
*OnPressed : lift_door (or whatever you named the func_door) : Open (if it starts in the upper position, or Close if it starts in the lower position.)
*OnUnPressed : lift_door (or whatever you named the func_door) : Close (if it starts in the lower position, or Open if it starts in the upper position.)
The platform should now work as a functioning lift.
Category:Portal_2_Level_Design
Category:Portal_2
Pit

Bottomless pits are used as obstacles in Portal 2 and destroy objects and players that drop into them, just like grinders and deadly goo. They trigger a fade to black for players that fall into them.
== Entities you need ==
trigger_hurt (using the block tool)
== Making the deadly pit ==
Take your block tool and make a block, with the trigger texture, in the place where you want the player's death. After that press [Ctrl+T] and make it trigger_hurt. You can see many properties but we are only going to use the "damage", "damage cap" (only if you have chosen Doubling w/Forgiveness) and the "damage type" properties.
== Final things you need to do ==
Change the properties
::
Property Name	Value	Help
Damage 	1000 	The amount of damage done to entities that touch this trigger. The damage is done every half-second.
Damage type 	FALL 	-
==See also==
*trigger_hurt
Category:Portal 2 Level Design
Category:Portal 2 Tutorials
Pl/Adding Your Logo to the Menu

Oprócz wyświetlania nazwy twojej modyfikacji jako ciąg znaków, możesz mieć logo. Żeby to zrobić:
# Dodaj gamelogo 1 na początek pliku (w tyn samym miejscu co game, type, itd.).
# Stwórz plik tekstówy <mod>\resource\GameLogo.res, z poniższym szablonem:
Resource/GameLogo.res
{
	GameLogo
	{
		ControlName	EditablePanel
		fieldName	GameLogo
		xpos		0
		ypos		0
		zpos		50
		wide		400
		tall		100
		autoResize	1
		pinCorner	0
		visible		1
		enabled		1
		offsetX		-20
		offsetY		-15
	}
	Logo
	{
		ControlName	ImagePanel
		fieldName	Logo
		xpos		0
		ypos		0
		zpos		50
		wide		400
		tall		100
		visible		1
		enabled		1
		image		../logo/TF2_Logo
		scaleImage	1		
	}
}
Ścieżka do obrazu jest relatywna do materials\vgui\. Jak możesz zobaczyć w powyższym przykładzie, logo TF2 jest umieszczone w materials\logo\!
Nie dołączaj rozszerzenia pliku ścieżki.
Pl/Applying Textures and Adding Entities

Kurs mapowania #3 - Lekkie modyfikacje - czyli teksturujemy i dowiadujemy się czegoś o właściwościach bytów.
Stworzony przez nas pokoik ma wyjątkowo jednolitą, a do tego brzydką teksturę. Powinniśmy ten błąd jak najszybciej naprawić! 
Klikamy w menu po lewej sześcian, którego jedna ściana jest z drewna, druga zielona, a trzecia niebieska (Toggle Texture Tool). Wyświetli się okienko:
Teraz, kiedy najeżdżamy na widok 3D, do naszego kursora dorysowywanie się wiadro z wylewającą się farbą. Klikamy na ścianę. Zaznaczy się ona na czerwono, a w okienku pojawią się informacje na temat wysokości, szerokości, obrotu i paru innych spraw tekstury zaznaczonego obiektu. Teraz w tym samym okienku klikamy Browse.... Wyświetli się nam lista dostępnych tekstur. Ze względu na to, że jest ona całkiem spora, wybrałem najodpowiedniejszą do miejsca które właśnie robimy. Wybierzcie concrete/concretewall070A. Kliknijcie na wybraną teksturę dwukrotnie. Okno zamknie się. Teraz wystarczy Apply i wybrana przez nas ściana zostanie okafelkowana.
Ale chcemy przecież, aby wszystkie ściany zostały okafelkowane! Jak to zrobić? Po prostu zaznaczamy (Wciąż mając włączone okienko edycji tekstur!) ścianę, z której chcemy wziąć teksturę. Następnie przypisujemy ją również innym klikając na nie prawym przyciskiem. Prawda, że proste? Podobnym sposobem wybieramy dla podłogi teksturę tile/tilefloor012a, a dla sufitu concrete/concretewall001a. Teraz pokoik powinien wyglądać w oknie widoku 3D tak:
Teraz stworzymy kilka dodatkowych info_player_deathmatch, ale najpierw dowiemy się jak je obracać i nimi poruszać. Tak więc, poruszanie jest dziecinnie proste - zaznaczamy byt używając kursora w widoku 3D. Wtedy stanie się on czerwony. Później przesuwamy go w widoku z góry lub z boku. Z obracaniem jest inaczej. Są dwa sposoby - prostszy, służący do obracania głównie bloków, ale radzący sobie z niektórymi bytami, i trudniejszy, stworzony właśnie po to, aby zmieniać kierunek obiektu. Pierwszy jest bardzo łatwy - kilkamy raz na obiekt, odczekujemy chwilę i klikamy drugi raz. Wtedy kwadraciki na rogach obwodu obiektu zamienią się w kółeczka. Przeciągając je, możemy obrócić obiekt. Drugi sposób, to kliknięcie na obiekt prawym przyciskiem myszy i wybranie opcji Properietes. W info_player_deathmatch mamy tam tylko jedną opcję - właśnie ustawianie kierunku. Zmieniamy go na 70 w czarnym kółeczku po prawej na górze okna. Klikamy Apply i nasz obiekt zmienia kierunek.
Teraz stwórzmy kilka innych info_player_deathmatch, a następnie wybierzmy im różne kierunki. 
Jest jeszcze jedna rzecz - mianowicie env_cubemap. Stwórz go tak samo jak inne byty. Nadzoruje on odbicia i refleksy. 
Teraz wygląda dużo lepiej, ale ciągle tam jakoś pusto...
Category:Polish
Pl/Authoring Tools/SDK (CSGO)

Counter-Strike: Global Offensive Authoring Tools, znane jako SDK, jest pakietem narzędzi które pozwolą ci na stworzenie twojej własnej mapy, i innych elementów rozgrywki. Zawierają wersje narzędzi Source SDK która została przystosowana dla CS:GO.
== Dostępność ==
CS:GO Authoring Tools dostępne za darmo dla wszystkich posadaczy Counter-Strike: Global Offensive.
== Pobieranie i instalacja ==
By zainstalować CS:GO Authoring Tools:
# Otwórz oknoSteam .
# Kliknij zakładkę Biblioteka a potem zakładkę Narzędzia.
# Kliknij dwukrotnie na Counter-Strike Global Offensive SDK.
# CS:GO SDK pobierze się na twój komputer przez steam.
# Kiedy instalacje dobiegnie końca będziesz mógł odpalić CS:GO Sdk w ten sam sposób jak pobrałeś (z zakładkiNarzędzia).
== Co zawiera? ==
Program zawiera:
* Hammer, edytor poziomów Source (Hammer v4.1, Build 5774)
* Paczke lini kompilujących, takich jak studiomdl i narzędzi do kompilowania map
* Aktualny Face Poser (Valve Face Poser v1.0, Build Date: August 15 2012)
* Przykładowe Mapy