nyuuzyou/wikis huggingface dataset:
Level Design Overview

==Brushes: the Foundation of 3D Level Design==
Blocks. Wedges. Cylinders. Spikes. They may not sound like much, but these are the basic building blocks of all architecture created in Hammer. You can clip, manipulate, and in some cases, carve them. You can combine these "brushes" to make any shape possible, real or imagined. (Complicated geometry may be better suited for models, however.) This is known as constructive solid geometry (CSG) and this is the editing style Hammer uses. Creating brush solids is described in the section Basic Construction.
Once you create a brush, you'll want to assign a material to it.
==Entities and Entity Types==
You say you want more in your game world than inanimate solids? Well then, what you want are entities. While brushes are "world objects" used to form the backbone of your level, entities are the objects that move, make sounds, and/or be interacted with. An entity is anything that performs some type of operation or task within your level. 
There are two main types of entities: point and brush.
Point entities exist at an exact point in the world. Examples include lights, monsters and players. (Monsters and players do have an area, but this is defined by the game code and is not modifiable from within the map.) Some point entities are just that: points. For example, the env_beam entity, which controls beam effects, uses two point entities as targets; you place the two points and the beam of light runs between them. 
 
Brush entities depend on a brush created in Hammer for their physical presence. They are less common but can include doors, platforms, and other large, moving objects. Some are "triggers", which are invisible and untouchable but fire events when certain conditions are met (e.g. the player walking inside one).
The creation of both point and brush-based entities is described in Entity creation.
==Putting it All Together==
Using these simple components you can create a virtually limitless variety of levels. Whether a barren room or a vast, complex world, you'll do it by using solids and textures to create your architecture, then adding models, lights, monsters, buttons, moving platforms and a host of other entities to bring your creation to life.
Once everything is in place, you will need to compile your level by choosing Run Map from the File Menu (shortcut: ). This is the process that turns your collection of solids and entities into a playable level that you can run in the Source Engine. Although the compiling process happens when you think you've finished your level, knowing something about this process ahead of time can save you many headaches.
Category:Level Design
Category:Hammer
Level Flow

== Description ==
Flow refers to how players naturally move through the level as their needs change, affected by the navigability of the environment and item placement. Flow is closely related to multiplayer map balance, and is usually discussed in a generalized context in relation to the level layout.
Flow is affected by the environment. A high platform offers an advantage over a lower area, as moving back from the ledge gives instant cover against most weapon types. Naturally, this attracts players, causing them to look for higher points and avoid area's where they will be at a disadvantage.
On a lower level, a level can encourage flow by keeping paths easy to navigate. Details and props can guide the player, but they can also hinder movement when placed carelessly. Most players don't like getting stuck between a barrel and a teapot.
Item placement is also an important factor. A strong weapon attracts players that want some more firepower, just as a health pack attracts wounded players. Obviously, this depends a lot on the current need(s) of each player.
The complexity of a level matters as well. A map can have a great potential flow, but if it's hard to learn, it may turn out to feel unbalanced simply because players can't remember the location of vantage points or items.
=== Good Flow ===
Areas with good flow are attractive to players. They are easy to navigate, and/or offer tactical advantages such as cover, weapons, and so on. The player should feel 'comfortable' moving around these areas.
=== Bad Flow ===
Areas with bad flow are unattractive to players. They are uncomfortable to move around, offer little to no advantage (and in some cases cause disadvantage) and are generally avoided by the player. Areas with bad flow can have a trade-off, such as good items. 
Having bad flow as a result of bad map design (e.g. careless prop placement) is not good.
== Implementation ==
Note that slower, stilted player movement ("bad flow") is not necessarily bad. For example, by placing a powerful weapon in an area with poor flow, a designer can associate risk and vulnerability with the possibility of a reward to create tension.
Also note that different players like different kinds of flow and pacing. A map that forces players to flow can make the action quite fast-paced, while a map that's less strict on flow may appeal more to tactical players. Also, a lack of flow doesn't mean the map is boring or not fun by definition. It may make the map more predictable, but even that doesn't seem to be a bad thing for every player.
== See also ==
* Multiplayer Level Design In-Depth, Part 2: The Rules of Map Design - Although written in context for Splinter Cell, it provides a very accessible analysis of flow and layout for first-person multiplayer levels in general.
Category:Level Design
Category:Theory
Level of detail

Level of Detail (LOD) is the principle of having lower-detail versions of models in memory and switching to them when the object is small/distant. This saves a lot of unneeded processing power at the cost of a moderate memory/disk size increase.
Model LODs change instantly. Be careful that your LODs do not create visual noise when changing, it can be distracting. An example of this can be seen on some tree props in Water Hazard .
In , since 20th anniversary update, LOD appears to be disabled with the command set to "0", if running on DirectX 9 level or higher, and with Model Detail set to "High".
==See also==
* LOD Models, a good tutorial on making LODs
* 
* MIP Mapping, the texture equivalent of LODs
* , a brush entity (fades out, not really LOD)
* , associated cvar
Category:Glossary
Liblist.gam

Game Definition Files
 is a KeyValues config file that describes a GoldSrc games/mod. 
==Settings==
===Name===
Keys that affect the Steam Library and window title.
===Game Menu===
Keys that affect the main menu. Both are introduced with Half-Life 25th Anniversary Update, and only available on mods running on HL1 (after 25th anniversary update), or standalone mods which use latest HLSDK code with 25th anniversary update features.
===Options===
Keys that affect what tabs and options that show up in the Options panel. Also see Customizing Options: Keyboard.
===Steam games list===
Keys that affect how your game or mod shows up in the Steam Library page.
===WON/Retail version only===
These are the keys that only works with the original version of the game (retroactively called as Retail/WON version)
===Engine and tools===
Keys that affect how the engine/tools runs and some options for the tools themselves.
===Maps===
Keys that affect what are the available maps to play.
==Example==
A full working ready for a game. Originally from (post 25th anniversary update), with some modifications.
==Utilities==
*The mod information can be edited with through a comprehensive UI without requiring the modder to mess with text files.
==External links==
* 
Category:GoldSrc ModdingCategory:File formatsCategory:GoldSrc
Category:GoldSrc Glossary
Life's End

=== Life's End ===
==Overview==
Life’s End is a 35-map single-player Half-Life 1 episode following the (mis)adventures of Black Mesa scientist Luther Johnson during the Black Mesa disaster. Another side-story to Half-Life 1, but Luther’s journey turns stranger than most. You’ll visit many varied areas of Black Mesa, and find yourself going far beyond…
==Features==
* 35 All-new maps.
* 4-6 Hours play time.
* A huge number of scripted sequences and events.
* Half-Trek: A Star Trek -alike mini adventure.
* Some spelling errors.
* Weird sense of humour.
==Media==
 
 
 
 
 
 
 
==History==
1.0 release - missing a texture wad causing crash to desktop for most.
1.1 release - Texture problem fixed. A few spelling errors and tiny bugs remain. But we don't talk about them ;)
==Team==
A one-man army mapping project from Daniel Squire, aka KingDaniel.
No website currently.
Prefabs from various sources (see the Life’s End readme for details).
==Other Info==
* Planethalflife.com Mod of the Week: http://planethalflife.gamespy.com/View.php?view=HLMotw.Detail&id=8&game=4
* Featured in PC Gamer magazine and on cover DVD.
* tenfourmaps.telefragged.com review: http://tenfourmaps.telefragged.com/php/review.php?gameid=hl&levid=lifend
==Download Links==
;FileFront: http://files.filefront.com/Half_Life_Lifes_End_11/;3930718;;/fileinfo.html
;GameZone: http://downloads.gamezone.com/demos/d13040.htm
;VGPro.com: http://files.vgpro.com/file/1985
;Fileplanet: http://www.fileplanet.com/154828/150000/fileinfo/Half-Life:-Life's-End-1.1
;Filecloud: http://planetphillip.filecloud.com/files/file.php?user_file_id=286183
Category:Single Player Mods
Light

It creates an invisible static light source that shines in all directions.
== Keyvalues ==
:
== Flags ==
== Inputs ==
== See also ==
* 
* Light_deferred
* Lighting
* Adding Light
* Intermediate Lighting
* Advanced Lighting
* Effect flags (dynamic light effects)
* Tool textures (for Block light)
* (controlling reflected light off surfaces)
Category:Lighting
Light deferred

It creates an invisible dynamic light source that can shine in all directions or only on one side, combining the features of a and a . For most optimal light placing use the game's built-in Light editor.
== Keyvalues ==
*
*
== Flags ==
== See also==
* Light deferred global
* Lighting
* Adding Light
* Intermediate Lighting
* Advanced Lighting__NOTOC__
Category:Alien Swarm
Category:Lighting
Category:Alien Swarm Deferred
Light deferred global

It creates real-time shadows and lighting coming from the sun. Similar to . While this entity can be edited in , it's preferable to use the games light editor as you can see what you are doing.
== Keyvalues ==
== Flags ==
== See also==
* 
* CSM
* 
* Lighting
* Adding Light
* Intermediate Lighting
* Advanced Lighting__NOTOC__
Category:Alien Swarm
Category:Lighting
Category:Alien Swarm Deferred
Light dynamic

It is an invisible light source that changes over time, casting dlights on brushes and elights on models. Can be turned on and off through inputs, and can aim at any object, including moving ones. Dynamic lights are calculated on the fly in the game, which means they have a higher processing cost but are much more flexible than static lighting. It is also the only entity except 
 that can light up brushes in real-time (but it doesn't replace their original lighting).
== Limitations ==
* This entity can't cast any shadows, which means it will shine thought world geometry, etc.
* There is no greate dlight filtering.
* No fall off settings.
* Static props are not lit properly.
File:dlight_staticprop.jpg| frame |Example with static and dynamic prop.
== Keyvalues ==
== Flags ==
==Inputs==
==Dedicated ConVars==
== See also ==
* 
* Lighting
* 
* 
* Light entities
Category:Lighting
Light editor

__NOTOC__
Light editor is an engine tool available in and other mods that use Alien Swarm Deferred's code. It is meant to place, edit, and save and entities, while the game is still running.
==Supported Games==
*
*
*
==Usage==
To use it type into the console then simply press on the keyboard.
==Interface==
==Main menu==
==Show properties==
Edit your currently selected light's properties.
==Edit global light==
Settings for dynamic lighting and shadows coming from .
==VMF handling==
Load, edit, and save your VMF's lights.
==Debug==
*Turn on and off deferred statics
*Render modes:
**None
**Light
**Dept
**Normal
== See also ==
*Alien Swarm Deferred
*CSM
*Lighting
== External links ==
YOUTUBE Alien Swarm Deferred Lighting Showcase
Category:Alien Swarm
Category:Open Source
Category:Alien Swarm Deferred
Light environment (GoldSrc)

== Description ==
Creates the sunlight emitted from sky brushes. There needs to be one per PVS if using the default compile tools. Only one is needed per map if using the ZHLT compile tools.
== Key values ==
; Pitch <angle>
: Overrides the pitch value in Angles, even if left at 0, so it needs to be specified. Contrary to Angles, the rotation of this pitch is measured counter-clockwise from the horizontal, so that 90 is straight up, while -90 is straight down. (It's simply the negative of a normal pitch value.)
; Brightness <color255 + int>
: Color and brightness of direct Sunlight.
Category:Half-Life Entities
Category:Half-Life
Category:Lighting
Light environment (Source 2)

It controls environmental lighting and casts sunlight from the outside of the map toward its forward direction.
In SteamVR Home, the real-time component casts sharp shadows with a maximum of three cascaded shadow maps.
==Usage==
Typical setup:
1. Create an env_sky entity to use as your skybox.
2. Create a light_environment entity and set Sky IBL Source to the name of the env_sky entity.
3. Right-click on your light_environment entity and select Selected environment light -> Estimate lighting from HDR skybox.
4. Adjust angle and brightness of the sunlight as you see fit.
==Keyvalues==
==Inputs==
==Outputs==
==See also==
*Basic Lighting
*Adding Lighting
Category:Lighting
Light omni2

Category:Lighting
It creates an invisible light source that can cast both real-time and baked light in all directions and has the ability to be a choice of four types of shapes.
==Keyvalues==
:*0: Point
:*1: Sphere
:*2: Tube 
:*3: Tube with end caps
==Inputs==
==Outputs==
== See also ==
* - for previous games.
Light omni (Source 2)

It creates an invisible point light source that can cast both real-time and baked light in all directions. 
In , the real-time component does not cast any shadows, and the number of simultaneously rendered real-time lights are limited to 16.
==Keyvalues==
==Inputs==
==Outputs==
==See also==
*Basic Lighting
*Adding Lighting
* 
Category:Lighting
Light ortho

It creates an invisible orthographic point light source that can cast both real-time and baked light. The light is cast orthographically with a rectangular cross section.
In SteamVR Home, the real-time component casts a single shadow map. The number of simultaneously rendered real-time lights are limited to 16, or lower if a higher shadow resolution than default is set.
==Keyvalues==
:
:
==Inputs==
==Outputs==
==See also==
*Light cookies
Category:Lighting
Light spot

It is a cone-shaped, invisible light source. Can be turned on and off through inputs, though switchable lights may cause lightmap errors. This is a static spotlight that can be pointed at another entity. 
==Keyvalues==
:
==Flags==
==Inputs==
==See also==
* light and point_spotlight
* light_deferred
* Lighting
* Adding Light
* Intermediate Lighting
* Advanced Lighting
* Tool textures (for Block light)
Category:Lighting
Light spot (GoldSrc)

A cone-shaped, invisible light source. Can be turned on and off through targets, though switchable lights may cause lightmap errors. This is a static spotlight that can be pointed at another entity.
== Key values ==
; Inner (bright) angle <integer>
: The angles of the inner spotlight beam.
; Outer (fading) angle <integer>
: The angles of the outer spotlight beam.
; Is Sky <integer>
: Whether or not this light should be used as sunlight cast from sky brushes.
:Unlike light_environment, this does not have any special effect on MDL lighting, and does not have a per-PVS limit.
* 0 : No
* 1 : Yes
; Target <target_destination>
: The name of an entity in the map that the spotlight will point at. This will override the spotlight's angles.
; Pitch <angle>
: Overrides the pitch value in Angles, even if left at 0, so it needs to be specified. Contrary to Angles, the rotation of this pitch is measured counter-clockwise from the horizontal, so that 90 is straight up, while -90 is straight down. (It's simply the negative of a normal pitch value.)
== Spawnflags ==
* 1 : Initially dark
Category:Half-Life Entities
Category:Half-Life
Light spot (Source 2)

It creates an invisible point light source that can cast both real-time and baked light in a cone shape.
In SteamVR Home, the real-time component casts a single shadow map. The number of simultaneously rendered real-time lights are limited to 16, or lower if a higher shadow resolution than default is set.
==Keyvalues==
==Inputs==
==Outputs==
==See also==
*Basic Lighting
*Adding Lighting
*Light cookies
Category:Lighting
Light surface

It is used to create a texlight that can be toggled or animated like a regular light entity, and is converted to or after HLRAD is done compiling.
== Keyvalues ==
:* 0, absent, or null - Automatic
:* 1 - Fast enabled
:* 2 - Fast disabled
== Flags ==
== Enhanced FGD entry ==
The default FGD entry is designed for Hammer 3.5, and as such does not use the description field available in newer editors, instead requiring users to read comments in the FGD itself, nor does it use the KV type. The Jack FGD further adds a texture picker in leu of manually typing out the texture name.
Lighting optimization

== Static light ==
Static light is pre-compiled into lightmaps, which are to all intents and purposes textures. This makes it very cheap, and indeed makes individual light entities free.
There are three areas where optimisation can be performed:
===Lightmap Scale===
A higher Lightmap scale can cause more texture memory to be used, and can impact performance slightly when in the same scene of other materials that effect the total memory usage. Use larger scales wisely when there aren't other expensive materials within the Scene. This even takes effect when there isn't any lighting baked onto a Lightmap, therefore reducing the quality of a Lightmap in a dark area can counter for higher scales in expensive scenes. Lastly, Lightmap Quality also can effect the map file size, and compile time.
===Naming lights and light styles===
VRAD assumes that all named lights will be switched on or off at some point, and compiles an extra version of all lightmaps the light touches to provide for this. Not only does this bloat map size, VRAD compiles direct lighting only to reduce the number of lightmaps that need to be touched (i.e. no bounced light). It also increases map load time. Don't name static lights unless you really have to! All this also applies to light styles/appearance.
Very few Source Engine games support dynamic lighting with shadow mapping. If your game does support it, use always use dynamic lights for named lights.
===Number of Lights===
When VRAD compiles your lighting, there is a section (direct lights) in the process log that reports the number of lights in your world. This includes lights you place in hammer as well as lights from RAD files. Reducing the number of lights can improve compiling times.
A world using 6,000 direct lights from a single plane emitting light using a RAD file may take 5 minutes or more to compile with a 2000 by 4000 box with a height of 1000 units. The same lighting effect can still be achieve using only a few lights with very high brightness values which can reduce the compiling time to one minute or less.
== Dynamic light ==
Dynamic lights are expensive and must be carefully managed. Their number is important, but also what they are pointing at: the more complex the surfaces and numerous the models at which a dynamic light points, the more expensive it becomes. This makes them particularly unsuited to multiplayer maps where it is unclear where the action will be.
It's best, from a performance standpoint, to simply avoid dynamic light unless you notice a large parcel of your budget going unused. Players will be used to static light and won't expect anything better unless you set a precedent yourself.
== RAM & VRAD ==
If VRAD needs more RAM than you have physically installed, it will page memory to the disk and slow down your compile time greatly. Lower lightmap scales to reduce memory usage.
----
<< Return to Optimization (level design)
Category:Lighting
Category:Level Design
LightmappedGeneric

It is the shader most commonly used to render lightmapped brushes and displacements. 
Models cannot use this shader; lightmapped models use the shader. 
== Supported Parameters ==
=== Basics ===
=== Adjustment ===
=== Transparency ===
=== Lighting ===
=== Reflection ===
===Paint===
=== Texture Organization ===
=== Effect ===
== Caveats ==
=== Mapbase ===
LightmappedGeneric materials in Mapbase should have the shader .
== See also ==
*, a shader used on displacements to blend two materials together.
*, a brush shader that multiplies a texture on top of another one.
*, a shader used on displacements to blend up to four materials together.
LightmappedReflective

This shader renders real-time reflection and refractions similar to Water (shader).
== Example ==
The example shown here is materials/glass/reflectiveglass001.vmt
 "lightmappedreflective"
 {
 	"%tooltexture" "dev/flat_normal"
 	"$refracttexture" "_rt_WaterRefraction"
 	"$refractamount" "0"
 	"$refracttint" "[.5 .5 .6]"
 
 	"$reflecttexture" "_rt_WaterReflection"
 	"$reflectamount" "0"
 	"$reflecttint" "[1 1 1]"
 
 	"$fresnelpower" "0"
 	"$minreflectivity" "0.8"
 	"$maxreflectivity" "1.0"
 	
 	"$normalmap" "dev/flat_normal"
 
 	"$surfaceprop" "glass"
 	"$bumpframe" "0"
 }
== Shader parameters ==
=== Textures ===
=== Reflection ===
===Refraction===
=== Other ===
Category:Shaders