nyuuzyou/wikis huggingface dataset:
Material Enumerator

(ME) is a material listing program for Source engine or GoldSrc maps. It lists all used materials inside a vmf file. Written in Java by The RaZZeR App & ar56te876mis. The program includes a exe file for windows users.
=== Usage ===
Choose your system, run the program and select your .vmf. The program lists automatically all materials in a text area.
IID
=== Version History ===
V. 1.3
- Goldsource support (HL 1)
- Added ".wad" file filter
V. 1.2
- Added menu
- Added popup menu
- Added "tool texture" filter
- Added "Export to txt"
- Added resizable option
- Bug Fixes
- Redesigned
V. 1.1
- Bug Fixes
V. 1.0
- Release
== See also ==
* Material Enumerator 1.3 Download @ TheRaZZeRApp
* German Tutorial Picture View @ TheRaZZeRApp
Category:Third Party Tools
Category:Level Design
Material Types

The following is a list of material types as of 1/11/08. This is stored in src/engine/decals.h, so you can check that list to see if it is up-to-date. To make a material use a particular material type, edit your surfaceproperties.txt file and set "gamematerial" to a string containing the letter shown below. For example, to make something metal, you would use 
 "gamematerial" "M"
== Material Type Letters ==
 ANTLION		 A
 BLOODYFLESH B
 CONCRETE		C
 DIRT			D
 EGGSHELL		E
 FLESH			F
 GRATE			G
 ALIENFLESH		H
 CLIP			I
 PLASTIC		 L
 METAL			M
 SAND			N
 FOLIAGE		 O
 COMPUTER		P
 SLOSH			S
 TILE			T
 VENT			V
 WOOD			W
 GLASS			Y
 ADVISORSHIELD Z
Material download sites

The websites on this page provide free textures. Some are completely , whereas others have usage restrictions, such as no commercial use. Check for such restrictions before using them! 
== Free PBR Textures ==
These websites host free PBR textures. In order to utilize these textures in Source, some processing is needed. 
* Poly Haven
* 3dartisty
* CG Bookcase
* AmbientCG (formerly cc0 Textures)
* ShareTextures
* 3DTextures
* Blender Cloud
== Traditional Textures ==
These websites host mainly traditional textures, which can be utilized in Source without much processing. 
=== Tiling ===
* Textures.com (formerly CG Textures)
* GoodTextures.com
* Spiral Graphics
* ModDB texture packs
* Gaming-Models (VTF)
* TopHATTWaffle's (VTF)
* OpenGameArt.org
* David Gurrea's
* Dave Johnston's (JPG) - collection of royalty-free GoldSrc-style textures. Cleaner BMP versions of a few of the contained textures can be found in csde_bridge.wad.
* Duion.com
* Makkon's Textures (TGA) - Tiling textures and trimsheets designed to be used at 1.0 scale with unfiltered textures. Demonstration of intended usage
* Simon O'Callaghan's textures and skyboxes (TGA) - Designed for , but easily adapted to Source
* Wikimedia Commons - large library of various images.
* Gamebanana (Recommendation: search textures in the Source Engine and Gamebanana sections)
=== Non-tiling ===
* Image*After
* MorgueFile
* Texture Forrest
* TextureVault
== See also ==
* Texture
* Adapting PBR Textures to Source
* Creating a Material
* Prop Download Sites
* Sound Download Sites
Category:Material System
Category:External Sites
Material modify control

It is used to modify arbitrary material properties in response to I/O events.
For the entity to work, its target material must have the MaterialModify or MaterialModifyAnimated proxy installed, and must be applied to an entity.
Does similar things to the entity, which can control brushes or overlays by targetname.
Instances of the Material to Modify on world geometry are controlled by the lowest-ID (first created in Hammer) material_modify_control, in addition to instances of the material on the material_modify_control's parent.
== Keyvalues ==
== Inputs ==
:
:
:
:
:
:
Category:Material System
Material not found

==Material not found!: [texture directory/name], material [texture directory/name] not found==
The texture path and/or name of the texture have not been properly specified or they simply do not exist the directories you've told Hammer they should be in. Check your directory paths.
You can also get a lot of these errors after having instanced another map into a map for which instances doesn't work. (Outside the Left 4 Dead 2 or the Alien Swarm games.) These errors will then persist until you remove the func_instance from your map and restart Hammer.
Category:Compile errors
Material vector

A material vector is a collection of values used with some material commands. They most often represent a RGB color.
__NOTOC__
== Syntax ==
 $scale "[1 1]"
 $color "[1 1 1]"
 $color "{255 255 255}"
 $envmaptint "{100 0 58}"
 $vec4 "[1 2 3 4]"
* Quotes are always required, because there are spaces in the value.
* Values inside [square brackets] are used as-is, often for floats or normals. They are normals for colors.
* Values inside {curly brackets} are divided by 255, so that standard RGB integer 0-255 values can be used.
* Between two to four values can be used, depending on the requirements of the parameter. Listed below:
====vector2====
: A vector with two values.
====vector3====
: A vector with three values.
====vector4====
: A vector with four values.
== Accessing ==
Access an individual component of a material vector like this:
 $my_vector[0]
 $my_vector[1]
 // etc.
Category:GlossaryCategory:Material System
Materialize

is a free 3D software tool used to create PBR materials. It also can create Heightmaps and Bump maps from a Diffuse texture.
==Features==
*Completely free; no subscription required. All features are free to use.
*Built in 
*Fully 3D texture preview with adjustable cubemap and lighting preview
*Supported texture transitions:
:Diffuse→Heightmap
:Diffuse→Metalness Map
:Diffuse→Smoothness Map (Inverse of Roughness)
:Heightmap→Normal Map
:Normal Map→Heightmap
:Normal Map+Heightmap→Ambient Occlusion map
*Save textures as PNG, JPG, TGA, BMP, and more.
*Support for 3DS Max and Maya styles of Normalmaps
*Supports any texture resolution
*Low system requirements
==How to Use==
Materialize is a powerful free tool, however little to no tutorials exist online for how to use it, especially for Source games. Here is a short guide on how to use it properly for Source games.
===Downloading the Program===
The first step is, of course, downloading Materialize. The download link can be found here. Before you use this program, however, you need the Visual C++ Redistributable Packages (2013) installed. That can be found here. Make sure to extract the program into a folder that does not require special write privileges (Do not install in for example). After this is done, just launch the program. It is entirely standalone and does not require registry writing privileges. 
===Opening a Texture===
To open a texture from a Source game, extract the texture from the VPK and convert it to a TGA file; Materialize cannot read VTF files. Next, in Materialize, find a box that says "Diffuse" at the top left of the page. In that box, there should be a button that has the letter "O" on it, which stands for open. Click this button and navigate to the texture you just extracted. This is the same process for any texture map you want to open.
===Creating a Texture map===
From a Diffuse texture, you can create a Heightmap, Metalness, and Smoothness map. From a Heightmap, you can create a Bumpmap, AO map, and Edge map. Edge maps are not used in Source PBR shaders, so it can be ignored. To create any of these textures, click the "Create" button in their respective boxes. Play around with the sliders and boxes; the best way to learn is by doing!
===Saving and Exporting to Source===
You can save a project and its textures by clicking the "Save project" button. Navigate to the folder you want to save the project in and type a name in the text box at the bottom. After saving, your textures will be saved in that folder with the name "<name>_<texturemap>.<filename>". To port these textures to PBR-supported Source games, see Creating PBR materials. To port into standard Source games, see Adapting PBR Textures to Source.
==See also==
*Physically Based Rendering
*Category:PBR
==External links==
* https://boundingboxsoftware.com/materialize/ - Official Website
Category:PBR
Math counter

It stores and manipulates a numerical value. It can trigger on reaching user-defined maximum or minimum values, or output its value every time it changes. It also has the ability to perform simple mathematical functions. When the math_counter is disabled, it will become read-only until re-enabled.
== Keyvalues ==
== Inputs ==
== Outputs ==
== See also ==
* logic_case
* math_remap
* func_movelinear
Math counter (Source 2)

It stores and manipulates a numerical value. It can trigger on reaching user-defined maximum or minimum values, or output its value every time it changes. It also has the ability to perform simple mathematical functions. When the math_counter is disabled, it will become read-only until re-enabled.
== Keyvalues ==
== Inputs ==
== Outputs ==
== See also ==
* logic_case
* math_remap
Matrix3x4 t

is a C++ class that represents a matrix: a mathematical construct that allows Vectors to be transformed.
Matrices are chiefly used to rotate vectors, since translation and scaling are taken care of by vector addition and multiplication respectively. A single matrix can store a transformation in all four modes however, making them useful in transformation-intense operations like vertex rasterization.
The VMatrix class offers an additional row to use (4x4) and allows you to utilize a few different functions. Matrices of that dimension in source are mainly required to describe perspective transformations during rendering.
== Functions ==
=== Generation ===
Matrix generation is best left to Source's pre-existing functions:
void AngleMatrix( QAngle angle, matrix_3x4_t& out ); // Rotation; can also use Quaternions or Radians
void PositionMatrix( Vector position, matrix3x4_t& out ); // Translation
void AngleMatrix( QAngle angle, Vector position, matrix3x4_t& out ); // Rotation + translation
void SetScaleMatrix( float scale, matrix3x4_t& out ); // Scale
Use MatrixMultiply() to combine two matrices into one. You can do this any number of times.
=== Application ===
The mathematical notation for a matrix transformation is (vector * matrix). Source does not support that syntax, though it would be trivial to add if you so wanted, and instead offers these functions:
void VectorTransform( Vector in1, matrix3x4_t in2, Vector& out );
void VectorITransform( Vector in1, matrix3x4_t in2, Vector& out ); // 'Inverse' of the above
There is an overload of that accepts a matrix3x4_t. It seems to behave in the same way as VectorTransform().
=== Other/Utility ===
; void MatrixAngles()
; void MatrixPosition()
; void MatrixVectors()
: Extract angles and vectors from a matrix. MatrixAngles() has many overloads. There is no way to extract a scale.
; void MatrixTranspose()
: Transposes a matrix. This is useful to flip columns and rows of a matrix and a necessity when communicating between systems that define matrix operations differently (like client-side code in source and shaders may do).
; void MatrixInvert()
: Reverses a matrix, making it transform in the opposite direction(s). You could also use VectorITransform() to apply the matrix.
; bool MatricesAreEqual()
: Instead of (matrix1 == matrix2).
; void MatrixCopy()
: 
== See also ==
*
*
*
*
Category:GlossaryCategory:StructuresCategory:Variables
Maverick Developments

Maverick Developments was a commercial developer and contributed to WantedHL and Redemption (Goldsource) which had been bundled with the old retail version of Counter-Strike that had been published by Sierra which had later been aquired by Vivendi Universal Games. At a later time these mods have been made available for download and they still are, although the file hoster changed name twice from TeleFragged to 3D Downloads to Atomic Gamer.
Maverick Developments also created the Gunman Chronicles Demo and the training room shipped with Counter-Strike's retail edition.
== Products ==
Year	Product Name	Notes
2000	 	has officially published the demo of Gunman Chronicles
2001	 	
== External links ==
* Downloads
* The Half-Life Mod Expo 2000
Category:Developer Corporations
Maxplayers

is a server console variable that determines the maximum number of players that can join a game. It cannot be changed while a server is running.
The absolute player limit of Source is 255, though the number supported by most games is far lower. Usually the limit is 32.
== Usage ==
The engine can be put into single-player mode by setting to 1 before a game starts. This bridges the normal client-server divide in several areas, eliminating latency and interpolation and opening backdoors like the one used by the inverse kinematics system. In , enabling singleplayer mode additionally disables DRM, allowing the maps to be loaded without Steam running.
The entity indices 1 to <maxplayers> are reserved for player entities (0 is worldspawn).
Category:Glossary
Media Player

== General information ==
The STEAM media Player is an in-game media player of any movie file that WMP can.
The player can be activated by using right mouse button+ on any movie file and select the smp.exe (found in ...\Steam\SteamApps\media).
== Features ==
* Can play most movie type files and streams.
* A blur effect in the beginning of the movie and fade to black at the end of it.
* or left mouse button to pause
* or to rewind a bit
* to advance frame-by-frame
* to fast forward a bit
== No additional options yet ==
Category:Steam Applications
Megatexture

A megatexture is a texture which is higher resolution than normal, but instead of using the increased resolution for increased fidelity, the texture scale is kept the same as (or lower than) a regular texture and the increased resolution is instead used for reducing tiling repetition on large surfaces. Megatextures often may be used in conjunction with a detail texture, which adds back detail that may be lost from stretching a texture across a large surface.
The Danger Zone map uses two blended megatextures (one 1024x1024 and one 2048x2048) which cover the entire map, in conjunction with denser detail textures.
Unlike specialized engines designed for megatexturing, , , and do not have methods of subdividing the texture to be streamed section by section as needed. As such, video memory limits may need to be taken into account.
== External links ==
* on Wikipedia, discussing Id Software's specialized implementation of the technique.
Category:Glossary
Memory leak compile error

The error message ""Memory leak: mempool blocks left in memory: <number>" is harmless -- you can safely ignore it.
Note that this has nothing to do with level leaks. The error originates from the CMemoryPool utility class. It's also important to note that after the message is printed, the memory pool is cleared.
==See also==
* Memory Leak Fixes
Category:Level Design FAQ
Category:Compile Errors
Menu Background

=Creating a background manually=
 background images are split into TGA tiles. 
== Creating the tiles ==
The tile files are indexed by and . The files should usually have the same content, although there are some cases you could use different backgrounds. See for example vanilla usage.
=== Specifications ===
* Dimensions: 256x256px
* Origin: Bottom-left
* RTE Compression: Supported for 24-bit images.
== Creating the layout file ==
=== For games running on Half-Life 25th Anniversary engine/SDK ===
=== For other GoldSrc games, or pre-25th anniversary engine/SDK ===
= Utilities =
;
:Creating a background for a mod requires spliting the image into multiple TGAs by hand and indexing them in a layout file. This process is streamlined in using an intuitive interface, that creates all the required files based on the background image you import. The tool also allows you to merge all the tiles and export an existing background into a single image See more.Category:GoldSrc_ModdingCategory:GoldSrc
Merasmus

It creates , a boss NextBot. He will walk around a map, pursuing and attacking players, and occasionally teleporting to another location.
== Entity Description ==
Merasmus will not work without a file and won't respawn after death. His proper operation also requires the presence of additional entities on your map:
* boss_nav_prefer - A that serves two purposes.
:* Whenever Merasmus teleports, players within the the bounds of the brush can have a bomb placed on their heads, which they're instructed to return to Merasmus.
:* Whenever Merasmus is sufficiently weakened, he will hide. Various props will be scattered within the confines of this brush to facilitate his hiding.
* boss_flying1, boss_flying2, boss_start, boss_end - s. Exact function unclear.
* spawn_loot_red, spawn_loot_blue - info_targets used as teleport destinations when they touch the Bombonomicon that remains after defeating Merasmus.
== Keyvalues ==
== Flags ==
== Inputs ==
== Outputs ==
==FGD Code==
 @PointClass base(BaseNPC, EnableDisable, TeamNum) 
 	sphere(fademindist)
 	sphere(fademaxdist)
 	color(0 200 200)
 	line(255 0 0, targetname, enemyfilter)
 	line(255 255 255, targetname, target)
 	studio("models/bots/merasmus/merasmus.mdl")
 = merasmus: "Merasmus" []
Category:NextBot Entities
Metalness Mask

Metalness Mask is a Shader Mask available in Source 2 and Source 1 ($masks1 only).
The Metalness Mask reduces and darkens the color and rimlight in order to simulate a real-world metallic look. It works in combination with the Base Tint mask, which returns the color through specular highlights. This mask is used in combination with other masks that help the surface appear more metallic. Typically this means bright, broad highlights that are tinted by the base color.
The mask works as following, greyscale is used, where a full white means "no metal" and full black means "metal".
== See also ==
$metalness
Metamod (GoldSrc)

Metamod is a plugin/DLL manager that sits between the , allowing the dynamic loading/unloading of mod-like DLL plugins to add functionality to the server or game mod. 
== Overview ==
The purpose of MetaMod is to function "one level up" from the normal Half-Life game mod DLL. Sitting between the mod game DLL and the Half-Life engine/binary, it intercepts the function calls between the two, with the option of passing them along untouched, as well as passing them on to as any number of additional mod-like DLLs.
Thus, you can actually have multiple "mod-like" DLLs in operation at one time. I say "mod-like" because these additional DLLs (we'll call them "plugins") are not intended to provide a full "game"; that functionality is still provided by the "game dll". However, these plugins can add to or modify the functionality provided by the game dll, or by the engine itself - for instance, adding new server commands, or new client commands, or even disabling commands built into the game dll. Although the plugin isn't intended to provide full HL-game functionality, since it's receiving the same information given to the game DLL, it has the opportunity to do anything the game DLL can do (given enough coding effort of course).
This is very similar to the way Alfred Reynolds' AdminMod works, as it also sits between the engine and game dll, catching routines, and passing them on. thus modifying functionality. However, rather than providing just the additional server features builtin to AdminMod DLL, MetaMod allows you to add features from multiple, separate DLLs. Under that framework, AdminMod can be a plugin itself, and be run alongside numerous other plugins. And, as of version 2.50 of AdminMod, AM has now transitioned to running as a Metamod plugin. 
== Metamod Plugins ==
* AMX Mod
:* AMX Mod X
* Sharp Mod
== See also ==
* AMX Mod
* AMX Mod X
== External links ==
*Metamod Website
Category:GoldSrc
Category:GoldSrc Plugins
Category:GoldSrc Programming
Military Conflict: Vietnam

brings an intense, fast-paced and fun first-person shooter experience. Set in the heat of the Vietnam War, side with Viet Cong guerrillas or U.S. Army soldiers in fierce close quarters combat.
== Maps ==
mcv_camp.png|
mcv_depot.png|
mcv_embassy.png|
mcv_hospital.png|
mcv_outpost.png|
mcv_port.png|
mcv_saigon.png|
mcv_siege.png|
mcv_training.png|
mcv_warehouse.png|
== External links ==
* Official Discord
MilkShape 3D

Website | Download
 is a shareware low-polygon 3D modeling program created by Mete Ciragan. It was heavily used by aspiring modelers/animators when creating models for , and etc.
== History ==
 was created by chUmbaLum sOft, a small software company in Zurich, Switzerland, which was established in the autumn of 1996. chUmbaLum sOft develops 3D tools for games and other applications. was originally created as a low poly modelling program by Mete Ciragan for the . Over time many features were added as were many export formats. Though not as advanced as other leading 3D modelling programs, it remains a simple and cost-effective tool for creating 3D models.
== Features ==
* All basic operations like select, move, rotate, scale, extrude, turn edge, subdivide, among many others. also allows low-level editing with the vertex and face tool. Standard and extended primitives such as spheres, boxes, and cylinders are available.
* Can export to over 70 file formats.
* Supporting own file-format, is able to export to morph target animation like the ones in the Quake model formats or to export to skeletal animations like Half-Life, and etc. The number of file types that the program can support features all major 3D game engines of its time, including . It has become known as a useful converter from one format to another.
== Media ==
Ms3d181b ss3-1-.jpg| in 
== See also ==
* 
== External links ==
* The Official MS3D Web Site
* Official MS3D Download
* File format specification of the ms3d format
* An MS3D viewer written in C++, complete with animation and weighted vertices for the latest file format
* An MS3D loader written in C++
* Milkshape tutorial for Video game Makers
* Blender add-on to import and export ms3d files
Category:Third Party Tools
Category:Modeling
Category:MilkShape_3D
Mipmapping

Mipmapping (also known as MIP mapping) is a technique where an original high-resolution texture map is scaled and filtered into multiple resolutions within the texture file. Mipmaps can be automatically generated from the original texture, but may also be individually painted or adjusted by the texture artist. Typically each subsequent MIP level is half the size of the previous, which guarantees that the complete texture (the original and its mipmaps) is no greater than 1.5 times the original texture.
Each scaled texture, or MIP level, represents what the texture would look like at a specific distance from the users viewpoint. Through the use of filters, the MIP levels give a more natural representation of how colors and details tend to blend together when viewed at a distance. 
The main purpose of this technique is to maintain texture definition on surfaces further from the camera and to avoid unslightly moiré patterns which can appear on surfaces, especially as they approach an angle parallel to the axis of the camera. Since the mipmaps are generated in advance, this technique trades a modest increase in texture memory usage to achieve a significant increase in visual quality, avoiding costly real-time calculations that might otherwise be used to solve the problem.
== References ==
* - a Wikipedia article on the subject.
* Mip-Mapping in Direct3D - a GameDev.net article.
* Texture Filtering a Wikipedia article about common resampling and interpolation methods.
== See also ==
* LOD (Level of Detail) is a comparable method applied to model geometry.
* NICE filtering - NICE is the default mipmap resize kernel used by Vtex. It is a 7x7 matrix similar to the Sine Cardinal kernel available in VTFLib.
* miptex - a texture format named after the process of mipmapping, used by and 
Category:Material System
Category:Glossary