nyuuzyou/wikis huggingface dataset:
Source 2 Model Editor

allows the user to create models, view compiled models and edit the data associated with a model. Model Editor talks to the asset system and knows when files have been updated. Compiling of the model will occur automatically when the session is saved, or when one of the model's dependencies has changed (when a FBX file has been re-exported when the tool is open for example).
In newer games, Model Editor has been replaced by , but this legacy tool remains available on previous games/tools such as .
== Launching Model Editor ==
Similar to all the other available tools the Model Editor can be launched in multiple ways.
# Launch an empty session via the Model Editor icon:
#: 
# Launch an empty session from the Tools menu (this menu appears in all tools).
#: 
# Open a model asset directly. Either double-click on the asset in asset browser, or right-click on the asset and select Open In Model Editor.
#: 400px
== See also ==
* Documentation
Category:Tools
Category:Official Tools
Category:Official Source 2 Tools
Source 2 Model Editor/Docs/Animation Menu

Animation menu for .
== Add Animation ==
* Brings up a browser to select animations. 
* Multiple animations can be selected
== Add Animation Group ==
* Adds an empty animation group
* Right click on the animation group item in the outliner to add animations to it
== Add External Animation Group ==
* Browse to an external animation group
== Add Constraint List ==
* Adds a new constraint list to the model
* Select the item to edit the properties in the property editor
== Add Lua Sequence Script ==
* Executes a Lua Script to generate scripted sequences from the animations
* See Source 2 Animation System VScript API for available functions
Source 2 Model Editor/Docs/Model Menu

Model menu for .
== Mesh ==
=== Add Mesh ===
* Brings up a browser to add a mesh to your model
* A vmdl can have multiple meshes
* Meshes are accessible via the outliner, and are found under the "Mesh List" item
** Select a mesh item to edit in the property editor
=== Add Mesh Group ===
* Adds a mesh group list to the vmdl
=== Add LOD Groups ===
* Adds a lod group list to the model
* LOD groups are accessible via the outliner, and are found under the "LOD Group List" item
== Collision ==
=== Add Physics Mesh ===
* Brings up a browser to add a collision mesh to the model
* A vmdl can have multiple physics meshes
* Physics meshes are accessible via the outliner, and are found under the "Physics Mesh List" item
== Attachments ==
=== Add Attachment ===
* Launches the add attachment wizard:
** Give the attachment a name
** Select a parent joint
* The attachment will show up under an attachment list item in the outliner. 
* Selecting the attachment item allows the name to be edited in the property editor
* Selecting the attachment will bring up a gizmo in the viewport that can be manipulated
* Under the attachment item is the influence item ( the joint the attachment is parented to )
* Select the influence item to edit the translation and rotation offset
=== Add External Attachment List ===
* Browse to an external attachment list file
== Hitboxes ==
=== Add Hitbox ===
* Launches the hitbox wizard. 
** Select the parent joint
** Give the hitbox a name
=== Autopopulate Hitboxes ===
* Select the joints that hitboxes will be added to.
=== Add Hitbox Set List ===
* Add an empty hitbox set list
=== Add External Hitbox Set List ===
* Browse to an external hitbox set list
== Add Material Group ==
* Adds a "Material Group List" item to the outliner
* Add new material group items to set up "skins" for models
* clicking on a material group item in the outliner will preview that skin in the viewport
== Add Material Remap ==
* Adds a "Material Remap List" to the model. This provides a way to point an existing material reference to a new material. 
* Material Remap Item
** Search Material: select the material that is going to be replaced
** Replace Material: browse to a new material
Source 2 Viewer

is a powerful tool that allows you to browse archives, view, extract, and decompile assets, including maps, models, materials, textures, sounds, and more.
This application allows exporting maps and models to glTF format, decompile maps to for use in , and models to format.
It also allows creating archives from a folder on disk with a single click.
This open-source project is based entirely on a reverse engineered effort as there is no Source 2 SDK.
This project includes a ValveResourceFormat .NET library that powers Source 2 Viewer, also known as VRF. This library can be used to open and extract Source 2 resource files programmatically.
== Links ==
Official page: https://valveresourceformat.github.io/
GitHub repository: https://github.com/ValveResourceFormat/ValveResourceFormat
== Features ==
Source2Viewer-01.png|View and export files in VPK packages
Source2Viewer-02.png|Preview maps and models in 3D space
Source2Viewer-03.png|View and export textures along with other resources
Source2Viewer-04.png|Use the command line utility
Category: Third Party Tools
Category: Third Party Source 2 Tools
Source Compile Analyzer

Source Compile Analyzer is a tool which detects errors in your compilelog for maps.
It comes with a handy gui and it's easy to use.
In the current version (v1.2b) you can check your logfile automatically right after the compile.
The detected errors are also now highlighted to see where they are in the logfile.
You can either specify your compilelog or copy and paste it.
== External links ==
*Interlopers Compile Analyzer (English, currently down due to being rebuilt) 
*Interlopers Compile Analyzer Wayback Machine (English, old version)
*English/German version download (broken link)
*some pictures (broken link)
*Source Compile Analyzer b1 (German language, old version) (broken link)
*Half-life 2 Compile Log Analyzer (German language, online)
Category:Third Party Tools
Category:Level Design
Source Engine Beta

== Overview ==
We are enabling a new Source Engine Beta system. This will allow you to run Source games with the latest beta version of the engine. You can use this feature to ensure mods will be compatible with a soon to be released version of the Source engine and report any bugs or compatibility issues before they are released to a wide audience.
=== Current Status ===
There is no beta engine currently available. If you were previously running the beta, the beta is no longer active, but you should remove the beta option as described below.
== Latest updates ==
=== Monday May 22nd, 2006 ===
Source Engine Beta updated with bug fixes reported. Read about the changes here.
===Thursday May 11th, 2006===
Initial release. Further updates will link to a Source Engine Beta Changelist entry.
== Getting the Source Engine Beta ==
Install instructions. 
To run this beta version you will need to add -beta engine to your command line when you start Steam. This can be done by opening up the Windows shortcut you use to launch Steam and adding -beta engine right after Steam.exe. Please report any bugs or issue you find in this article.
 Important: You should also disable Steam from running automatically when Windows starts, to prevent it from running the non-beta Source Engine. To disable Steam from running automatically:
# Open the Steam window.
# Choose Settings from the File menu.
# Click on the Interface tab.
# Uncheck the Run Steam when Windows starts option.
If you wish to have the Source Engine Beta launch when Windows starts, you can add a copy of your edited shortcut to the Windows Startup program group, under Start Menu > All Programs > Startup.
== Current changelist ==
For the latest changes and additions, see:
* Source Engine Beta Changelist
== Known issues ==
Read about the current Known Issues with the Source Engine Beta on this page.
== Bug reporting ==
To report any issues you find with the Source Engine Beta (and not the regular standard engine and games releases), visit these articles:
* Source Engine Beta Bug Reports - Report bugs here.
* Talk:Source Engine Beta Bug Reports - Discuss bugs here.
== Switching back to the non-beta engine ==
You can revert to the "non-beta" standard Source Engine release by following these steps:
# Exit Steam if it's currently running by right-clicking on the Steam tray icon and choosing Exit.
# Open the Windows shortcut you use to launch Steam and remove -beta engine.
# Launch Steam from the shortcut.
# Re-enable Run Steam when Windows starts option if desired.
# If you also added a modified Steam shortcut to the Windows Startup program group in order to launch the Source Engine Beta automatically, it also must be removed or edited.
Category:Steam
Category:Beta Releases
Source Engine Beta Changelist

Changelist and list of known issues for current Source Engine Beta.
== Current Known Issues ==
*Beta users using SourceTV functionality may not be compatible with non-beta users.
*Mods that were built off of HL2 will continue to run the publicly released engine. Mods that were built off of CS:S, DoD:S, or HL2DM will use the beta engine.
* Both Linux and Win32 dedicated servers are affected by this beta.
== Update Monday May 22nd, 2006 ==
=== Source Engine ===
Fixes for beta user submitted bugs:
* video stress test and audio settings test no longer crash
* fixed broken server browser info buttons
* fixed cursor disappearing after being kicked from server
* avi recording no longer stops after 1 frame
* fixed white areas in de_aztec
* fixed demo playback of old demos in new engine
=== Other fixes ===
* de_nuke loads in all mat_dxlevel configurations
* fixed bug where mat_colorcorrection wasn't set properly in -autoconfig
* added newer video cards to dxsupport.cfg
* added video memory detection support for dxsupport.cfg
* added mod-specific support to dxsupport.cfg
* fixed full-screen flicker when alt-tabbing out of fullscreen
== Update Wednesday May 10th, 2006 ==
Initial beta release.
Partial beta engine changes. (Many of the changes in this engine update are Episode 1 specific and are not relevant to this beta. These changes are not listed here.)
=== Source Engine ===
* Bloom (HDR level 1) supported on DX8 cards (previously, dx9-only)
=== SourceTV ===
* added SourceTV port and delay time to "status" output if SourceTV is active.
* fixed SourceTV relays unable to connect to "sv_lan 1" servers.
* fixed SourceTV reporting correct password restrictions.
* fixed SourceTV bots joining game even if command line specified "-nohltv".
* added new command "net_status" that shows more detailed information about total and average packet loss, latency, packets/sec and bandwidth.
* added convar "tv_autoretry 1" so relay proxies try to reconnect after connection crashed/timed out.
* added convar "tv_timeout" to specify connection timeout limit in seconds.
* fixed disappearing weapons in SourceTV.
* fixed spectator chat on relay proxies.
* improved spectator client dispatching, faster and better balanced.
* fixed SourceTV crash during changelevel.
* fixed command tv_record crashing relay proxies.
* reduced SourceTV CPU demand.
Category:Steam
Source Engine Beta Feature Requests

== Sound system ==
* Add an interface that allows dynamic loading of soundscript files as well as a manifest file—ts2do 13:56, 14 May 2006 (PDT)
* Fallback to SteamAppId's shared soundcache files if none is provided in a mod—ts2do 13:56, 14 May 2006 (PDT)
* Possible inclusion of EAX 5 support and effects? As I understand it, there is currently no such support in the Source engine.--Zips 23:01, 14 May 2006 (PDT)
* Better sound cache building, without having to go through many console commands to build it correctly. --Amckern 09:19, 16 May 2006 (PDT)
:Like this? --TomEdwards 09:18, 17 May 2006 (PDT)
== Console ==
*mat_forcemanagedtextureintohardware has a default value of 1, but will remain set to zero unless you add the relevant command to autoexec.cfg, to force it to every time the game starts. What's up with that? --TomEdwards 02:38, 24 May 2006 (PDT)
== SourceTV ==
*Please bring back free-looking. Nobody cares about bandwidth, VALVe. If people are running SourceTV, chances are they have the bandwidth to spare. Please bring back free-roaming spectating! That cameraman stuff is a neat idea, but come on... don't change a good thing. :D
== Video Settings ==
*Please add an option to select which monitor the game runs on when fullscreen mode is on. I have yet to see any other game/engine allow for this in its settings and it would be a nice selling point to compare your engine to those of others'.
== VGUI ==
*Please add the feature to exec .res files (open vgui) menues. Much people are waiting on it.
== See also ==
*Source Feature Requests and Bug Reports
Category:Steam Category:Feedback
Source Icon Set

is a third-party tool used by developers. Created by VIDE developers.
==Features==
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https://web.archive.org/web/20221010092025if_/https://cdn.discordapp.com/attachments/822112877883162675/1028956706383863829/icon_bspfile_48.png 	BSP
https://web.archive.org/web/20221010092133if_/https://cdn.discordapp.com/attachments/822112877883162675/1028956707013013554/icon_cachefile_48.png	CACHE
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https://web.archive.org/web/20221010092644if_/https://cdn.discordapp.com/attachments/822112877883162675/1028956707897999380/icon_ctxfile_48.png 	CTX
https://web.archive.org/web/20221010092754if_/https://cdn.discordapp.com/attachments/822112877883162675/1028956719520428082/icon_nutfile_48.png 	NUT
https://web.archive.org/web/20221010093003if_/https://cdn.discordapp.com/attachments/822112877883162675/1028956719906291742/icon_demfile_48.png 	DEM
https://web.archive.org/web/20221010093109if_/https://cdn.discordapp.com/attachments/822112877883162675/1028956720401219584/icon_fgdfile_48.png 	FGD
https://web.archive.org/web/20221010093222if_/https://cdn.discordapp.com/attachments/822112877883162675/1028956721047142400/icon_gcffile_48.png 	GCF
https://web.archive.org/web/20221010093303if_/https://cdn.discordapp.com/attachments/822112877883162675/1028956721458196500/icon_hbxfile_48.png 	HBX
https://web.archive.org/web/20221010103840if_/https://cdn.discordapp.com/attachments/822112877883162675/1028956721844060160/icon_lmpfile_48.png 	LMP
https://web.archive.org/web/20221010103931if_/https://cdn.discordapp.com/attachments/822112877883162675/1028956722238324736/icon_luafile_48.png 	LUA
https://web.archive.org/web/20221010110125if_/https://cdn.discordapp.com/attachments/822112877883162675/1028956722649387038/icon_mdlfile_48.png 	MDL
https://web.archive.org/web/20221010110323if_/https://cdn.discordapp.com/attachments/822112877883162675/1028956723047825468/icon_navfile_48.png 	NAV
https://web.archive.org/web/20221010110421if_/https://cdn.discordapp.com/attachments/822112877883162675/1028956723710537808/icon_ncffile_48.png 	NCF
==Downloads==
*Windows (Archived)
*Linux (Archived)
==See also==
*VIDE
Source Model Skin Editor

is a program written by hlstriker that will let you add, edit, or delete skins on a model file. This tool is useful if you want to modify skins on a model but don't want to take the time to decompile, possibly rebuild the .qc file, and recompile the .mdl file. You can also modify various properties of the .mdl file such as its mass, surface property, key values, and more.
== Tutorial usage videos ==
* 
* 
* 
* 
== Renaming models ==
Besides changing model skins, Skin Editor can also be used to rename models without having to recompile them. To do this, create a copy of all the model files (MDL, VTX, PHY, VVD) with the desired path and name. Open the mdl file in Skin Editor, and change the Path to model files to the location of the files relative to models/. Re-save the model, and Skin Editor will automatically update the name. The model should now appear and work properly in the engine.
== Download ==
GitHub v1.7
v1.6 Mirror (doesn't require login)
== Changelog ==
v1.7 - 2020-09-06
* Fixed an index out of bounds error.
* Added support for Vampire: The Masquerade - Bloodlines models.
v1.6 - 2017-11-25
* Added the ability to edit the model's key values.
v1.5 - 2017-11-11
* The program is now resizable.
* Added the ability to edit the model's mass, contents, and surface property.
v1.4 - 2017-11-07
* Fixed a rare occurrence of material paths using the previous model's paths when you had a model file open then opened another model file.
* Added the ability to edit the model's flags.
* Reorganized the interface a bit.
v1.3 - 2016-11-29
* Fixed the model getting corrupt when trying to rename it.
v1.2 - Unknown date
* Fixed a few bugs.
v1.1 - 2015-04-01
* Fixed a few bugs.
* Added the ability to change the model's path.
v1.0 - 2015-03-30
* Initial release.
Category:Third Party Tools
Category:Modeling
Category:Material System
Source Mods Level Creation

A list of the Source Mods that have mapping information available.
__NOTOC__
=Steamworks Mods=
: Dystopia
: Eternal Silence
: Synergy
: No More Room in Hell
: Zombie Panic!: Source
=Non-Steam Mods=
: Dreamball
: GoldenEye Source
: Open Fortress
: Perfect Dark: Source
: Team Fortress 2 Classic
: Underhell
Category:Level Design
Source SDK

The Source SDK is a set of tools and components geared towards aiding developers in modding the Source Engine.
You may be looking for:
* Source SDK Docs - Documentation
* Source SDK Installation - Installation of Source SDK, also includes Authoring Tools from Left 4 Dead up to CS:GO branch, aswell as third-party games.
* Source SDK 2006/2007 - Previous version (2006, 2007/Orange Box).
* Source SDK 2013 - Latest version (Source 2013).
Source SDK 2013: Your Third Shader

= Introduction =
Welcome to the third tutorial in the Source SDK 2013 shader tutorial series. This article will walk you through loading textures into your shader and performing various operations on them.
= Prerequisites =
This tutorial builds on material covered in previous tutorials which are the following:
# Source SDK 2013: Shader Authoring
# Source SDK 2013: Your First Shader
# Source SDK 2013: Your Second Shader
If you haven't read through these, please do before continuing. This article will also assume you were able to get the code from the first shader tutorial built and working. We'll be using that code as the starting point for this article. You should have the following files on hand and ready to modify:
File path 	Purpose
src/materialsystem/stdshaders/MyShader.cpp 	This is the C++ code for the shader we'll be building.
src/materialsystem/stdshaders/my_pixelshader_ps2x.fxc	This is the pixel shader code we'll be modifying.
game/<modname>/materials/mymaterial.vmt 	This is the material we'll be modifying with new parameters.
This article also assumes you know C++.
= Overview =
== What are textures? ==
You can think of a texture as a 2D array which has both a width and a height property. Each array element consists of data which can represent anything. The most intuitive use of a texture is to store RGBA color data in each array element. However, you can encode all kinds of information other than color in a texture. For example, a bumpmap texture encodes 3D height values into the RGBA components instead of a color. A specular mask texture encodes the intensity of reflected light from a given pixel on a texture. The possibilities are endless.
== Concepts ==
Let's talk about some important concepts to understand before we dive into code.
=== Texture samplers ===
Texture samplers are a construct provided by both HLSL (High Level Shading Language) and GLSL (OpenGL Shading Language). They are a representation of your texture from within your shader and allow you to access the data contained within them. Throughout your shader development career, you'll be making liberal use of an HLSL intrinsic named tex2D. It allows you to 'sample' the color from a particular point on in a texture sampler. You can think of it like the MS Paint eye dropper. You specify the XY coordinates as a 2 component vector and pass in the sampler and you'll get back the RGBA values at the specified texture coordinate. How you interpret that data of course is up to you.
= Implementation =
==
Category: SDK 2013
Category: Programming
Category: Shaders
Source SDK Base

__NOTOC__
Source SDK Base is a game/tool available to all Steam users which is locked to a particular engine branch. Compared to basing your mod on a "real" game, use of SDK Base massively increases your potential audience and prevents incompatible engine updates from making your code unusable.
== Versions ==
There are currently four versions of SDK Base: the original Source 2006 version (AppID 215), the Source 2007 version (AppID 218), and two Source 2013 versions - SP (AppID 243730) and MP (AppID 243750).
 deserves mention here too, as it is also freely available and also provides source code.
In most cases, it is recommended to base your game on Source SDK Base 2013, as it's more up to date than previous branch. Source SDK Base 2013 has two sub-branches, with the multiplayer branch having some additional features such as BSP compression and static prop lightmaps. Meanwhile, the add some new engine features (including features first introduced in Left 4 Dead) which were not present in , but they can be backported. Older version of SDK Base (2006, 2007) are provided in order to play older mods.
== Setting up the Source SDK Base ==
Install Source SDK Base 2006/2007 from Steam->Library->Tools or from the links below:
* [steam://rungameid/215 Install/Run Source SDK Base 2006] (AppID: 215)
* [steam://rungameid/218 Install/Run Source SDK Base 2007] (AppID: 218)
For version, see this page.
== Content ==
* The stock gamecode is a duplicate of Episode One's or Episode Two's, depending on which version (see below) you are using. But the only content available is that of Half-Life 2 and Half-Life 2: Lost Coast: while Zombines and Hunters exist in the code and can be spawned, they appear as errors because their models are not included. If you want to use episodic things, you will need to mount the appropriate game.
* SDK Base might provide mods with Lost Coast's content, but dedicated servers do not. Multiplayer mods should either not use anything from Lost Coast, or include what they do use in their dedicated server download. 
== Bugs and Fixes ==
There are two small glitches and things that need to be changed:
The main menu has a "Visual Stress Test" option instead of anything useful. Copy resource\GameMenu.res from another suitable game into your mod.
Episode Two's flashlight and weapon pickup icons do not appear. Open resource\ClientScheme.res and add this to the Fonts section:
		WeaponIconsSmall
		{
			1
			{
				name		HalfLife2
				tall		32
				weight	0
				antialias 1
				additive	1
				custom	1
			}
		}
In addition, Source SDK Base 2007 is unable to mount content from provided depot VPKs, because of a missing config file and the VPKs being switched around with Base 2006.
The fix for it is described in the linked article.
== Content (2007) ==
* Source SDK Base 2007 (sourcetest)
* Source SDK Base + Half-Life 2: Lost Coast (sourcetest)
* Source 2007 shared (hl2)
* Source shared (hl2)
* Source 2007 engine branch
== Content (2006) ==
* Source SDK Base + Half-Life 2: Lost Coast (sourcetest)
* Source shared (hl2)
* Source 2006 engine branch
Category:Tools
Category:Source
Category:Source 2006
Category:Source 2007