nyuuzyou/wikis huggingface dataset:
Parallax Corrected Cubemaps/Creation

==Overview==
Parallax Corrected Cubemaps are normal Cubemaps with a reflection that moves, or parallaxes, with the player's view to give a slightly more accurate reflection. These work through the use of a custom brush entity which defines the boundaries of the reflection. Essentially, the cubemap will be projected onto the the boundaries set by the and will move and modulate and move with the camera, instead of staying static and not moving.
==Tutorial==
Creating a parallax cubemap is fairly easy, and can be done with relative swiftness. To start, create a room with 1 or more reflective surfaces. Floors work very well with parallaxed cubemaps.
Next, place an either in the exact center of the room—Halfway up, equadistant between each wall--. You can set the resolution to anything you want, but higher values are recommended for reflective surfaces.
(Car props added for demonstration)
After this, create a brush the size of the room and tie it to a . Name it something similar to "parallax_room1". Finally, go into the env_cubemap's properties and, in the "Cubemap bounds" keyvalue, specify the targetname that you gave your parallax_obb.
Now, compile and load up the map in your game. Open the Developer Console and build the cubemaps using the command. The game should flash an image on screen and then reload the map. After this, you will see that your surfaces now reflect your room somewhat more accurately compared to a non-parallaxed cubemap! 
Now, you may notice that when viewed from certain angles, objects may appear to be 2D, similar to what is shown here:
Notice how the reflection in the tile is a flat image and not 3D. This is because cubemaps are actually similar to skybox textures, being that they are multiple orientations of the same place, combined to give the illusion of one continuous space. Cubemaps cannot accurately give 3D images from all angles. Props can be shown flat and/or smeared.
Keep this in mind when developing your map, and if the smearing is too much of an issue, you can always lower the cubemap resolution to 128x128 or 64x64 to make this less noticable, or you can decrease the intensity of the reflection by lowering the parameter in the material to something like 
Category:Tutorials
Category:Cubemaps
Parallax obb

== Overview ==
This brush entity defines the boundaries of Parallax Corrected Cubemaps, which are s that move with the camera, giving a slightly more accurate reflection on brushes. This entity basically tells the game how to display and warp the reflections by setting the dimensions of the effect to the dimensions of this entity. The Cubemap Bounds keyvalue on the desired cubemap must be set to this entity's targetname in order to function as intended. The recommended texture for this brush entity is the tools\toolstrigger texture, although any trigger texture will work. 
== Creation ==
== KeyValues ==
== Flags ==
This entity has no flags
== See also ==
* Parallax Corrected Cubemaps
* Cubemaps
Category:Cubemaps
Paranoia 2: Savior

is a sequel to the single-player mod , running on the engine.
Version 1.0 was released on February 26th, 2015, with the last version, 1.1, released 2 months later on April 26th.
== Weapons ==
* 6x4 Bayonet
* APC
* Glock 18
* АК-74М
* АКМ
* M4A1
* KS-23
* VSS Vintorez
* OTs-14 Groza
* ПКП
* Improvised Explosive Device (IED)
* RGD-5 Grenade
== Development history ==
=== Mod history ===
In the year 2008, Михаила Кадикова suggested a sequel to Paranoia on the Russian forum www.level-design.ru. (http://www.level-design.ru/forum/showthread.php?t=149)
Translated:
"New official episode for PARANOIA?
In February of this year, an idea had popped up to create a small additional episode for our mod. For now, its' development had stopped, as we were working on a new project - we did not have the time, nor the strength for the additional episode.
If you are interested in the development of an official expansion for PARANOIA, then we are ready to provide all existing resources for the expansion:
- official plot, taking place after the events of the first game; 
- new voice acting from the same voice actors that were in the original; 
- new enemy models; 
- sources for several finished levels.
+ full technical support and help with testing."
 
03.12.2008, 16:43
After several years of development, the sequel, consisting of 15 levels, entered closed beta in 2010. The sequel, Paranoia: Savior, was still a mod for , and was already graphically outdated for its' time; as such, the project's development was put on hold. At the end of 2012, the team “Kunst-Produkt Laboratory” (later known as "KP.Lab"), decided to start developing a sequel from scratch, but as a fully-fledged continuation of the first. As such, the plot had been expanded, and the engine was changed to , from the development team XashXT Group. Throughout two and a half years, the game had drastically changed.
=== Release ===
The project was released on the 27th of February 2015, after two and a half years of development. Being a complete distribution, it was released as version 1.0.
==== Version 1.1 ====
On the 26th of April 2015, version 1.1 released. This version was the final official update developed by both Kunst-Produkt Laboratory & XashXT Group. It is a fully pre-patched version of the game, containing all previous patches, with numerous changes:
# Redone surface materials (metal, concrete, water, etc).
# Added extra detail to textures.
# Fixed menu options.
# Added new graphical options.
# NPC troops no longer disappear.
# Redone physics and animations for weapons.
# Better compatibility with ATI Radeon graphics cards and integrated Intel HD graphics.
# Collecting documents and other such collectibles is now easier (documents now glow when close to the player).
# Fixed activating objects through walls (original bug).
# Added an additional secret area.
# Replaced models and textures not created by the author.
# Minor improvements in the design of levels.
# Fixed Russian localization and added new voicelines, finished the English localization, and added a Ukrainian localization.
# Balancing changes.
Category:Xash3D mods
Category:Released Mods
Paranoia HLSDK fork

is a modified, third-party HLSDK fork of the HLSDK based on its pre-SteamPipe version, specifically the Counter-Strike: Condition Zero engine branch. In this fork, the OpenGL renderer was heavily modified and the graphics were improved. 
== Features ==
*Subtitles
* Custom OpenGL renderer ("Paranoia Renderer") 
** Improved lighting effects
**Bump-mapping
**Reflections
**Detailed textures
**Parallax mapping for models and brushes
**3D Skyboxes
**Local dynamic lights
**Specular mapping
** HDRL
== Media ==
				
==Availability==
* (earlier version)
* Mistake -1
* 
* 
* Alternative Way
* CS 1.6 Plugin Metahook for Paranoia renderer
Category:Mods
Category:GoldSrc mods
Category:Half-Life SDK
Particle Editor

The Particle Editor is an engine tool available since Source 2007 on Windows machines. To use it, run your game or mod with on the command line and select 'Particle Editor' from the Tools menu. Make sure that is set to 1 in the console located in the lower-left corner ().
To load a map into the engine viewport, look to the console window at the bottom of the screen and type .
== Currently Supported Games ==
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* Not compatible with Qt UI, add to launch game with VGUI. Support soft particles since Xen Engine update.
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* See Fixing CSGO particle editor.
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* Must use "toolload pet" console command to launch
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* Mods
* Mods
* Mods
== Interface guide ==
This screenshot is from Alien Swarm. Earlier versions of the editor look different, but work in the same way.
The top edge of the screen is the main menu. From here you can load and save PCF files, undo and redo actions, and configure your workspace.
# The browser shows the contents of the current PCF file. You can store any number of particle systems in the same PCF. The numbers of parents and children are shown beneath the preview.
# The engine viewport shows whatever the game is currently rendering. You can flip control to and from the game with , and maximise your view with .
# Properties is where the current particle system is edited. You can add, remove and configure new functions and children. Whenever you make a change, all instances of the particle system restart. 
# The preview window shows the current system and its children up close. You can manipulate your view by holding to rotate, to zoom, and to pan. The "Ctrl Pnts" tab lets you configure temporary control points for the preview. The "Lock Preview System" checkbox stops the preview from updating when you select a new system, making it easy to edit child systems and see the result in its proper context. To 
The bottom edge of the screen contains a compact developer console. Commands are entered into the left box, while the last line of output is displayed in the right.
== See also ==
*Particle System Overview
*Particle System
*Creating A Fire Particle
*info_particle_system
*List of useful SFM tutorials
Category:Engine Tools
Particle System Children

A particle can be made up of other particle systems and the children properties holds the links. 
New children can be added by right clicking on the list and selecting add.
The lowest child on the list will render above the rest, regardless of distance. You can change particle positions by right clicking them and pressing move up or move down.
The parent always renders below all of it's children.
Children can also be set to have delays, which are highly useful for complex effects.
Category: Particle System
Particle System Forces

Particle System Forces apply a force to your particle system.
== Pull towards control point ==
Applies a force around a control point. Internal?
; amount of force
: Amount of force applied to particles.
; falloff power
: Determines how long of a range from the control point to stop applying the force.
; control point number
: Which control point to apply the force around.
== random force ==
Applies a random velocity on all particles.
; min force
: Minimum force to apply, in XYZ format
; max force
: Maximum force to apply, in XYZ format
== twist around axis ==
Twists particles around a certain axis
; amount of force
: Amount of force to apply when a particle is near the axis
; twist axis
: Location of the axis in XYZ format
; object local space axis 0/1
: If 1, uses local space axis. If 0, uses world axis?
== Intra-particle force ==
Attracts particles together, or repulses them away from each other.
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Category: Particle System
Particle System Operators/Add Vector to Vector

;Add Vector to Vector
:This initializer allows a vector field to be added to another vector field, with optional scaling on each x/y/z component.
One useful purpose of this is taking sprite trail which is ignoring delta time and add the scaled normal of the particle (taking from a ground surface, for example) to the position/previous position to get an offset from the spawned position away from the surface normal.
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Generic Operator Options
;Component Scale Factor [Vector]
:Multiplies the input vector by this value. 1 1 1 will be default, while 0 in a particular component will remove its influence.
;Input Field [vector field]
:The vector field to add from - this will be scaled by the component scale.
;Output Field [vector field]
:The field field to add to - the existing value will be added with the scaled input to result in the output value.
Category: Particle System
Particle System Operators/Alpha Fade and Decay

;Alpha Fade and Decay
:This operator controls alpha fading and decaying (destroying) of particles. It's a two part combo operator that does both functions.
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Generic Operator Options
;start_alpha [float]
:The alpha that the particle begins at. It will fade from this value to the per-particle value.
;end_alpha [float]
:The alpha that the particle ends at. It will fade from the per-particle value to this value.
;start_fade_in_time [float]
:The point at which the particle will begin to fade in, relative to its lifespan.
;end_fade_in_time [float]
:The point at which the particle will be fully faded in, relative to its lifespan.
;start_fade_out_time [float]
:The point at which the particle will begin to fade out, relative to its lifespan.
;end_fade_out_time [float]
:The point at which the particle will be fully faded out, relative to its lifespan.
Category: Particle System
Particle System Operators/Inherit Attribute From Parent Particle

Generic Operator Options
== Inherit Attribute From Parent Particle ==
For a child particle system, inherits attributes from those of the parent particles. This is useful for having children locked explicitly in space to the parents or matching their radius/alpha/color. Generally some multiple of child/parent particles must be used here or the they will not remain "aligned". So if the parent has 50 particles, the child also having 50 will work fine, as they'll all match up every frame. The child could also have 25 and have a Particle Increment Amount set to 2. It is often useful to combine this with the Inherit Initial Attribute Initializer for setting things like Life Duration, so parent and child particles, even if random in the parent, match and particles die simultaneously, thus keeping the correct pairing.
; Inherited Field
: The attribute to copy from the parent particle.
; Scale
: A multiplier on the parent value. So for example, the child particle could have 2x the radius or 1/2 the alpha of the parent particle.
; Random Parent Particle Distribution
: If set, rather than linearly matching particles, a random parent particle will be selected.
; Particle Increment Amount
: The number of parent particles to count each time for inheriting. Useful if the child system has 1/2 or 1/4 the number of particles, for example.
Category: Particle System
Particle System Operators/Lifespan Decay

Generic Operator Options
== Lifespan Decay ==
Kills particles whose lifespan has elapsed.
While particles have a life duration that is usually initialized upon creation, without an operator to actually destroy the particle, the life duration is just another field filled with data. Decay operators act upon various conditions in order to destroy particles.
Lifespan Decay checks against the particle's lifespan and if it has exceeded that time, kills the particle.
Note that without a Decay operator of some sort (or one that, due to endcap settings, is never activated) that particles will never be killed. So even if a particle fully fades, scales to 0 radius, and has its life duration exceeded, without a Decay operator of some kind, those particles will continue to exist, costing memory and processing power. A quick way to ensure your particle system is correctly ending and cleaning itself up is to check the preview window in the editor. If your effect is looping there, it is functioning properly. If it appears to stop and never restart, it (or a child of it) lacks a proper Decay operator. For continuous or effects which use and EndCap, pressing the "Stop" button in the Particle Editor should cause it to play its EndCap and restart.
Category: Particle System
Particle System Operators/Movement Basic

Generic Operator Options
== Movement Basic ==
Allows for basic movement of the particle through space.
; gravity
: Gravity to apply to the particle.
; drag 
: Drag to apply to the velocity of the particle. Numbers should be under 1.0, with common ranges from 0.05 - 0.25.
; max constraint passes
: The maximum number of passes that will be attempted to resolve conflicts between multiple constraints interacting on a particle. Rarely will need to be altered.
Category: Particle System
Particle System Operators/Movement Lock to Control Point

Generic Operator Options
== Movement Lock to Control Point ==
Updates a particles position relative to a control point. Note that a particles own motion will not be stomped, but rather it will inherit any additional motion that a control point's motion contributes.
; start_fadeout_min
: A random range for when to start fading out the lockedness to the control point. Proportional to particle lifespan. While fading, the particle will be progressively influenced less by control point movement.
; start_fadeout_max
: A random range for when to start fading out the lockedness to the control point. Proportional to particle lifespan. While fading, the particle will be progressively influenced less by control point movement.
; end_fadeout_min
: A random range for when to end fading out the lockedness to the control point. Proportional to particle lifespan. After this time has passed, the particle will not be influenced by control point movement.
; end_fadeout_max
: A random range for when to end fading out the lockedness to the control point. Proportional to particle lifespan. After this time has passed, the particle will not be influenced by control point movement.
; distance fade range
: If set, the distance from the control point over which the influence will fade.
; lock rotation
: If set, the particles will rotate around the axis of the control point when the control points orientation changes. Note - this is not sprite rotation such as roll/yaw/pitch, but positional rotation through space. If not set, particles will translate with the movement of the control point, but ignore control point orientation changes.
; instant jump threshold
: The movement, within a single frame, that must be moved to cause the system to "teleport" to the new location, regardless of fade amount. If an effect is attached to a character that could teleport long distances instantly, this is useful to prevent the particles from being left behind or stretched out across those two points. If this number, in units, is crossed, all particles will instantly update to the new position.
Category: Particle System
Particle System Operators/Movement Place On Ground

Generic Operator Options
== Movement Place On Ground ==
Places a particle on the ground. This can be expensive if used unwisely. In order to optimize the speed of this operator, try to use reference control points or interpolation control points to
; reference CP 1
: If set, this control point will be checked for movement outside of a tolerance. If the CP moves more than the tolerance, all particles will be placed on the ground again, otherwise, no action will be taken.
; reference CP 2
: If set, this control point will be checked for movement outside of a tolerance. If the CP moves more than the tolerance, all particles will be placed on the ground again, otherwise, no action will be taken. The reason there are two reference CPs is so that a beam or line of particles can be created between two endpoints. Particles will only be reseated to the ground if one of the end points moves more than the tolerance.
; CP movement tolerance
: If set, the distance that must be moved by reference/interpolation CPs to trigger the operator to update
; interpolation rate
: If set, the time over which new ground samples as well as interpolation between positions will occur. If set to 1, for example, every one second a new ground position will be checked and the particle/s will move to that position over the following second, where upon a new sample will be taken.
; interpolation distance tolerance cp
: If set, the CP that will be checked for movement tolerance above and interpolation all particles ground position based on the CPs distance moved from that position. Note that only rate or distance CP can be used for interpolation and rate will be preferred over distance.
Category: Particle System
Particle System Operators/Render Deferred Light

;Render Deferred Light
:Deferred Light Render type treats each particle as a light source. If the particle has no other renderers, it will not show visually in the editor, but can be seen in-game as a light source. Currently, these deferred lights do not support shadowing.
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Generic Operator Options
Generic Render Operator Visibility Options
;radius scale [float]
:This scale will be applied to the radius of the particle for the light radius. Useful when you have a sprite render type where you wish to have a larger/smaller light casting radius than that of the sprite.
;alpha scale [float]
:This scale will be applied to the alpha of the particle for the light brightness. Allows the brightness to go over 255 alpha. Also allows independent control of brightness/alpha from any sprite/model/etc. that might also be rendered for the particle.
;light start falloff [float]
:Determines the falloff of the light over the radius. 1.0 would be zero falloff over the radius, while lower numbers will create a more natural falloff effect.
;spotlight distance [float]
:If the light is a spotlight, this determines the length of the spotlight cast.
;spotlight distance falloff [float]
:Light radial falloff, this determines the falloff over the length of the spotlight cast.
;spotlight FoV [float]
:This setting determines the cone or Field of View of the spotlight
;color scale [Color]
:Like Radius and Alpha scales, this scales the color of the light from the normal particle color. Allows for altering the light color to match or be different from other render types that might be using the main particle color.
;projected texture light [bool]
:If set, this will use the particle systems material as a mask for projection into the world. This allows the light to create interesting shapes and patterns based on the texture.
;projected texture use alpha test window [bool]
:If set, this will treat the alpha in the material as a range of values that will be used. This range can have a width in alpha value and a current point within the value. For example, if you wanted to have a 8 alpha wide window and the point was at 128, then all pixels with an alpha value between 124 and 132 would be drawn, with a certain sharpness to the falloff of that range. If the point was moved or the range widened/narrowed, the displayed RGB would change based on what pixels fell within the current range.
;projected texture alpha test point scale field [particle scalar field]
:Used with Projected Texture Alpha Testing - determines what field is the current alpha test point for that particle.
;projected texture alpha test range scale field [particle scalar field]
:Used with Projected Texture Alpha Testing - determines what field is the current alpha test range for that particle.
;projected texture alpha test sharpness scale field [particle scalar field]
:Used with Projected Texture Alpha Testing - determines what field is the current alpha test sharpness for that particle.
Category: Particle System
Particle System Operators/Render projected

;Render Projected
:This render type renders the particle as a top down projection into the world. Generally these are limited to four projections per system. The material used for the system must be a projected shader type. Currently only supported in Dota 2.
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Generic Operator Options
Generic Render Operator Visibility Options
;Project on World [bool]
:If set, the projection will render on all GlobalLitSimple material types.
;Project on Water [bool]
:If set, the projection will render on all Water material types.
;Project on Characters [bool]
:If set, the projection will render on all CustomHeroShader material types.
Category: Particle System