nyuuzyou/wikis huggingface dataset:
XBLAH's Modding Tool/Docs/Models/Decompile

Compiled models for and can be decompiled through the . The tool will list all the mounted models, both the loose files and the ones inside the VPKs. You will be able to decompile the models without having to extract them beforehand. 
== Accessing the feature ==
This can be accessed within the tool via .
== Decompiling a model ==
Select the you want to decompile.
The decompiled models will be saved under as loose files.
== Supported Games ==
* All games
* All games
== See also ==
* XBLAH's Modding Tool
* XBLAH's Moddding Tool - Documentation Index
Category:Modeling
Category:XBLAH's Modding Tool
XBLAH's Modding Tool/Docs/Options/Advanced Features

If you need to configure some stuff manually, there are some options. 
== Autoconfigure Map Editor ==
By default, the tool is set to autoconfigure the Map Editor for whichever mod you are working on. If you want to set up the Map Editor manually, you can uncheck the option under .
== See also ==
* XBLAH's Modding Tool
* XBLAH's Moddding Tool - Documentation Index
Category:XBLAH's Modding Tool
XBLAH's Modding Tool/Docs/Options/Discord Presence

By default, the tool lets your Discord friends know what you are working on. If you want privacy, you can set up what is shown on Discord. The options are to show the game and mod you are working on, only the game you currently have selected, or show nothing.
== Accessing the feature ==
This can be accessed within the tool via .
== Supported Games ==
* All games
* All games
* All games
== See also ==
* XBLAH's Modding Tool
* XBLAH's Moddding Tool - Documentation Index
Category:XBLAH's Modding Tool
XBLAH's Modding Tool/Docs/Options/Steam Libraries

The libraries used by the games and mods in the tool are automatically set if you have a legit Steam installation. Keep in mind the libraries set here are only used by the tool, and the games and mods will still use their gameinfo to mount their contents. 
== Accessing the feature ==
This can be accessed within the tool via .
== Managing the Game Libraries ==
==== Add a library ====
You can add a library manually by clicking on the button, and selecting a directory that contains a SteamApps folder. This is particularly useful when you don't have a proper Steam installation but you still want to create mods. To get the tool working, insert your games inside a SteamApps folder, and then select the parent directory if this SteamApps folder as the library.
==== Delete a library ====
You can delete a manual library by selecting the library and clicking the button.
==== Browse a library ====
You can open the library directory by clicking the button.
== Supported Games ==
* All games
* All games
* All games
== See also ==
* XBLAH's Modding Tool
* XBLAH's Moddding Tool - Documentation Index
Category:Modding
Category:XBLAH's Modding Tool
XBLAH's Modding Tool/Docs/Particles/Generate Particle Manifest

A manifest file is required for rendering particles in-game. The Particle Manifest file can be generated automatically with , based on all the particle files mounted in the mod.
== Accessing the feature ==
This can be accessed within the tool via .
== Supported Games ==
* All games
== See also ==
* XBLAH's Modding Tool
* XBLAH's Moddding Tool - Documentation Index
* Particles_manifest.txt
Category:Particle System
Category:XBLAH's Modding Tool
XBLAH's Modding Tool/Docs/Particles/Version Converter

Generated particle files will have different formats depending on the base game. These files can be converted to a compatible file format with .
== Accessing the feature ==
This can be accessed within the tool through .
== Converting the PCF to a compatible file format ==
Select the original PCF file by clicking the button.
It will show the file format of the original file. The suggested new file format for the selected game will be automatically selected. If it's not what it should be, select the correct one.
Click the Convert button and choose the file name of the converted file to save the modified file.
== Supported Games ==
* All games
== See also ==
* XBLAH's Modding Tool
* XBLAH's Moddding Tool - Documentation Index
* PCF
Category:Particle System
Category:XBLAH's Modding Tool
XBLAH's Modding Tool/Docs/Scripts/Locatization Editor

VGUI_Documentation#Localization strings can be added and edited through an intuitive UI with .
== Accessing the feature ==
This can be accessed within the tool through .
== Translating strings ==
In the toolbar, select the language you want to modify.
=== Languages ===
You can add a new language by clicking the button. When you add a new language, it will copy over the values of the English language. Use language names compatible with Valve's titles.
=== Keys ===
The keys can be edited in any language by renaming it in the first column. Changes to one language will be applied to all languages. The values can be edited in the third column. The second column will always show the value in the English language. Notice: If you need to modify the value of a key in the English language, just edit the third column and the second column value will be updated automatically.
You can add new keys by clicking the . The new key will be added to all languages.
Keys can be removed by clicking the button. The key will be removed from all languages.
== Supported Games ==
* All games
== See also ==
* XBLAH's Modding Tool
* XBLAH's Moddding Tool - Documentation Index
* VGUI_Documentation#Localization
Category:Scripting
Category:XBLAH's Modding Tool
XBLAH's Modding Tool/Docs/Sounds/Generate Game Sounds Manifest

A manifest file is required for precaching sounds in-game. The Game Sounds Manifest file can be generated automatically with , based on all the game sound files mounted in the mod.
== Accessing the feature ==
This can be accessed within the tool via .
== Supported Games ==
* All games
== See also ==
* XBLAH's Modding Tool
* XBLAH's Moddding Tool - Documentation Index
Category:Sound_System
Category:XBLAH's Modding Tool
XBLAH's Modding Tool/Docs/Sounds/Generate Soundscape Manifest

A manifest file is required for playing soundscapes in-game. The Soundscape Manifest file can be generated automatically with , based on all the soundscape files mounted in the mod.
== Accessing the feature ==
This can be accessed within the tool via .
== Supported Games ==
* All games
== See also ==
* XBLAH's Modding Tool
* XBLAH's Moddding Tool - Documentation Index
* Soundscape
Category:Sound_System
Category:XBLAH's Modding Tool
XBLAH's Modding Tool/Docs/Sounds/Soundscape Editor

Soundscapes can now be easily created or modified using . The UI provides an intuitive way to create new soundscapes, using the integrated file explorer. This allows the user to browse all the files mounted ( and loose files), let the user preview the files individually and let the user preview how the whole soundscape is gonna play in-game.
== Accessing the feature ==
This can be accessed within the tool through .
== Supported Games ==
* All games
== See also ==
* XBLAH's Modding Tool
* XBLAH's Moddding Tool - Documentation Index
* Soundscape
Category:Sound_System
Category:XBLAH's Modding Tool
XSI Cheatsheet

XSI Mod Tool has a lot of shortcut keys. This list does not aim to be comprehensive, but act as a reminder of the most frequently useful 'mouse-mode' keys. If you're currently clicking on UI buttons and menu lists to shift between these modes, learning to use these 10 shortcut keys instead will speed up and free up your your use of XSI.
 Key	Mode
 ---------------------------------
 S	view - track (drag) 
 P	view - dolly (zoom) 
 O	view - orbit
 
 T	select - vertex / point
 E	select - edge
 U	select - face / polygon
 space	select - object
 
 X	transform - scale
 C	transform - rotate
 V	transform - translate
Category:XSI
XSI Video Tutorials

== Welcome ==
This page is reserved for a collection of XSI oriented video tutorials.
== Noesis Interactive tutorials ==
Noesis Interactive, an official Valve training partner, produces extensive video tutorials for modders, machinima authors and game developers using the Source engine. Topics include level design, 3D modeling, prop and character modeling, animation, motion capture integration, facial animation, weapon creation (including coding) and much more.
Download the *FREE* Noesis Interactive Tutorial Pack from FilePlanet here
== 3DBuzz tutorials ==
3Dbuzz.com has video tutorials for XSI amongst many other packages. Registration is required, but there are over 50 hours of video training for many packages available for free.
== Flashjackson tutorials ==
This is a set of 4 video tutorials that cover how to use XSI and Photoshop to create and skin a model for use in Source. They are available for free download from here
:Follow that link, when there, on the left of the page is where you will locate the files.
These video tutorials contain the following:
* how to build a model of a framed metal sign
* how to create a good UV map that is proportionally correct
* how to paint a skin with normal and spec mapping, (This shows how to do it with Photoshop CS2, but any paint program can be used)
* how to export and compile the model for use in Hammer and HL2.
If you want a detailed, step by step video guide, this is the tutorial set for you.
== Erykgecko Tutorial ==
Erykgecko's tutorials are easy to follow, and provide a step-by-step processes.
== Killer Monkey's character animation tutorials ==
A collection of videos from setting up XSI for animation to exporting into HL2 Source engine:
* Part 1 - Intro and Setup of XSI: Part 1
* Part 2 - Animating the Character: Coming Soon
* Part 3 - Compiling the Animations: Coming Soon
* Part 4 - Implementation in your mod: Coming Soon
Category:XSI
Category:Tutorials
XWV

XWV is the proprietary sound format used by Valve's games. It is similar to the WAV format and uses the big-endian byte order. The format is defined in the SDK in .
To convert some XMV file to WAV, you can use vgmstream. 
== Header ==
#define XWV_ID		(('X'<<24)|('W'<<16)|('V'<<8)|(' '<<0))
#define XWV_VERSION 4
enum xwvSampleRate_t
{
	XWV_RATE_11025 = 0,
	XWV_RATE_22050 = 1,
	XWV_RATE_44100 = 2,
};
enum xwvFormat_t
{
	XWV_FORMAT_PCM = 0,
	XWV_FORMAT_XMA = 1,
	XWV_FORMAT_ADPCM = 2,
};
// generated in big-endian
struct xwvHeader_t
{
	unsigned int	id;
	unsigned int	version;
	unsigned int	headerSize;		// header only
	unsigned int	staticDataSize;		// follows header
	unsigned int	dataOffset;		// start of samples, possibly sector aligned
	unsigned int	dataSize;		// length of samples in bytes
	unsigned int	numDecodedSamples;	// for duration calcs
	int		loopStart;		// -1 = no loop, offset of loop in samples
	unsigned short	loopBlock;		// the xma block where the loop starts 
	unsigned short	numLeadingSamples;	// number of leading samples in the loop block to discard
	unsigned short	numTrailingSamples;	// number of trailing samples at the final block to discard
	unsigned short	vdatSize;		// follows seek table
	byte		format;
	byte		bitsPerSample;
	byte		sampleRate;
	byte		channels;
	byte		quality;
	byte		bHasSeekTable;		// indicates presence, follows header
	byte		padding[2];		// created as 0
};
Category:Audio formats
Xen

Xen is the fifteenth chapter of .
It is an alternate dimension discovered by Black Mesa scientists prior to the original Half-Life. Black Mesa sent expedition teams into Xen to collect alien samples, and is the source of the crystal that triggers the resonance cascade early on in the game.
==Architecture==
Xen consists mostly of organic, spongelike platforms floating in a nebulous void. Various energy spires and other organic growths are commonplace. Xen occasionally features larger cave systems underground. The gravity on Xen is lower than on Earth.
Xen was often criticized for its frustrating "jumping puzzles". Therefore, it is best to relegate moving platforms to an atmospheric role rather than a gameplay mechanic.
==Environment==
Xen's lighting consists mainly of glowing crystals and bio-luminescent tubes. Odd fungi and pillars and can be seen spread around in areas. 
==NPCs==
No humans should ever be seen in a Xen level except for that one scientist in . Occasional dead expedition members can create a disturbing and desolate atmosphere, however.
Aliens should include headcrab, the barnacle, and the vortigaunt. 
==Maps==
The following .bsp comprises this chapter.
*
== Gallery ==
File:C4a1 teleporter.jpg|Xen teleporter
File:C4a1 mist.jpg|Xen has a strange purple fog in some areas
Category:Regions & Atmospheres
Category:Half-Life Continuity
Xen hair (GoldSrc)

==Description==
Xen Hair resembles a real-world, black, mammal hair. It is completely inoffensive, has no AI, doesn't react to the player's presence, and only flaps in the wind. Often found around and in Healing Pools, it seems to inhabit wild and wet locations, living alone or in a group of up to four organisms.
==Key Values==
== Flags ==
Category:Entities
Xen plantlight (GoldSrc)

==Description==
This entity places a model of a plantlight into the map. A plantlight is a little decorative xen model that retracts while the player is in close proximity to it, and re-emerges after a few seconds when the player moves away. With certain render attributes, the plantlight will have a glow sprite attached to its bulb.
==Key Values==
== Flags ==
Category:Entities
Xenophobia

== Overview ==
The mod continues the story of Half-Life 2, thus, it is an alternative to Episode 1.
Gordon Freeman wakes up in Dr. Kleiner's new provisional hide-out in a more calm part of City 17,
a place he was not meant to be. 
Dr. Kleiner informs Gordon that he found something very noteworthy, a creature from Xen that is not harvested nor modified by the Combine.
Apparently the Combine are working on a superior project which would bestow them unlimited strength if perfected.
Due to Isaac's unsettling foreshadowing he sends out Gordon to trace an old crony from Black Mesa whose 
knowledge would be adjuvant as this very operation the Combine are working on is fairly known to the scientists.
== Features ==
* 4 new chapters with grand levels
* new character and enemy models
* new soundtrack 
* more conspirational and frightening atmospheres
== History ==
We started collecting ideas, plans and drawings in February '07. 
At the moment, the first maps are being built. 
Our public website is online now!
== Media ==
Image:Xenophobia_city2_02b.JPG|Chapter 1 - City 17
Image:Chapteronecity9.jpg|Chapter 1 - City 17
Image:Xenophobia_city2_03b.JPG|Chapter 1 - City 17
Image:Xenophobia_city4_01.jpg|Chapter 1 - Office Building
Image:Xenophobia_chapteronecity6.jpg|Chapter 1 - Office Building - Lobby
Image:MechHC.jpg|Concept Art - Mechanical Headcrab
== External links ==
* Official Website
* Xenophobia Forum Leave us a comment! No registration neccesarry.
* 
Category:Single Player Mods
Xwad

XWAD is a tool that convert WAD, BMP, and SPR files to TGA and accompanied VMT files, as well as call vtex to generate associated VTF files.
A copy of this command-line tool can be found in following folder: .
After running XWAD and converting the textures to VTF, use the Convert WAD to VMT... button in 's File menu to automatically add material paths and fix the scaling of previously non-power-of-two textures.
== Version differences ==
== Caveats ==
== Syntax ==
== Options ==
=== Required ===
; 
: Location of gameinfo.txt. Relative paths are relative to current working directory.
: If xwad is called from the directory, then will suffice.
; 
; 
; 
Convert a WAD, BMP, or SPR, respectively. Accepts preceding file paths and wildcards. Relative paths are relative to current working directory.
=== Optional ===
; 
: Flag input BMP files as having alphatest transparency. For WAD files, this happens automatically for -prefixed textures, and for SPR file, this happens automatically if the sprite has its transparency mode set to alphatest.
: A texture flagged as transparent will have texels using palette index 255 (the last color) dilated based upon surrounding opaque texels, and and added to the VMT.
: Palette index 255 is always transparent in the output TGA, but the underlying texels' colors are kept unless the texture is flagged as transparent.
; 
: Works differently in Valve's Xwad vs Jabroni Brawl's:
:* Do not use. Creates VMTs using shader and parameter.
:: As this is not faithful to how GoldSrc decals work, should be used to convert decals instead (if necessary, using an image editor to pad all edges to the next power of two), and the VMTs created manually as with , , and . 
:* Treats the input texture as an IndexAlpha texture, with the palette index being used for full 8-bit translucency, and the last index being used to determine color. Creates VMTs using , , and .
:: Implied when converting textures if the input WAD is named decals.wad.
::
: 
; 
: Add the described material parameter to the VMTs of all converted textures.
: To add multiple parameters, use multiple arguments.
: Despite what the readme says, this has nothing to do with .
; 
: Only export the specified texture name.
; 
: What palette to use for WAD2 files (uses the vanilla palette by default). Relative paths are relative to .
: Expects a 768-byte array of 24-bit RGB values ("pallete.lmp"); can be extracted from several formats using . Can also be taken from a 8-bit paletted PCX file by deleting all but the last 768 bytes in a hex editor.
: 
== Readme ==
Help from xwad run without any parameters (some information is inaccurate and/or misleading):
Category:Material System
Your First Entity

Everything in Source is an entity. Even the world and the player. Despite this, they all trace back to only a handful of categories: the most common by far are "logical", "model" and "brush".
This series of articles will guide you through the process of creating three new entities. Start with a logical entity, as it is assumed knowledge for the others.
== Logical Entity ==
Do this first.
Logical entities are the simplest of entities because they have no position in the world, no visual component, and only exist to service input from other entities.
In this tutorial we'll create a logical entity that performs the simple task of storing a value and incrementing that value every time it receives an appropriate input. Once the counter has reached a value we'll define, the entity will fire an output.
== Model Entity ==
Model entities are what we would most typically think of entities as being: they have a visual component, they can move around the map and often they are interactive.
In this tutorial we'll create a model entity that flies randomly around the world.
== Brush Entity ==
These entities are constructed in Hammer from brushes. They are often triggers: volumes in space that fire outputs when a set of conditions are met within them. They can also be moving parts of the world like doors and platforms.
In this tutorial we'll create a brush entity that moves when touched.
Category:Programming
Category:Tutorials
Your First Map

This is a step-by-step guide to making your first map using the Source SDK.
==Other Tutorials==
* :Category:Level Design
* Level Design Overview
* Intermediate Level Design
* Level Design Video Tutorials
* L4D Level Design Basics Tutorial
* L4D2 Level Design Basics Tutorial—An extension of the L4D Level Design Basics Tutorial
* Tutorials on Getting Started at Interlopers.net
* A simple tutorial on YouTube about creating your first level
Category:Tutorials
Category:Level Design
Category:Hammer
ZHLT

Zoner's Half-Life compile tools (ZHLT) offer many improvements over the original map compiling tools for Half-Life, such as better lighting quality, faster vis times, switchable texture based lighting, support for brush entities casting shadows, removal of "sticky" edges, support for 64-bit processors, and much more.
ZHLT 3.4 (final) was released on 24th February 2006. Its official sequel, developed by Vluzacn, is known as VHLT. 
The ZHLT Tools have been updated and improved over the years with the latest version being included in Svencoop 5 SDK - to use these tools with Half-Life mods use the command line option "-subdivide 240" in the CSG portion of the tools.
== Guides ==
* "§ 3.2 Compilers ZHLT" at cs-mapper.by.ru
== External links ==
* Official website
* Download ZHLT
Category:GoldSrc Glossary
Category:Half-Life Level Design
Category:Third Party Tools
ZIP

ZIP is an archive file format with optional lossless compression. It is used in for the pakfile lump in BSP files, as well as for bonus map BMZ files. It is also most likely used to store game data for the (or other consoles) version of games. The ZIP file format supports several different compression format, although Source only supports uncompressed and, in some engine branches, .
Additionally, the ZIP file format is used for the PK3 and PK4 files used by and , respectively, which use the standard compression instead.
== Structs ==
Unlike most file formats, a ZIP file's header is near the end of the file, meaning that if, for example, a ZIP file is concatenated to the end of a PAK file, the resulting file will be both a valid PAK file and a valid ZIP file.
== See also ==
* PAK, uncompressed archive format used by and 
* VPK, uncompressed archive format used by and 
* GCF, uncompressed archive format formerly used by , prior to the SteamPipe update.
* BZ2, single-file compression format used by FastDL servers 
== External links ==
* on Wikipedia
Category:files
Category:file formats
Zbrush

is a paint and polygonal subdiv modeller.
== External links ==
* Official site.
=== Tutorials ===
http://www.zbrushcentral.com/showthread.php?160240-Making-Time-For-Art-4-quot-Clay-Time-quot
----
To publish the steam workshop (or create a simple .mdl) you must export 3 files from Zbrush.
name_lod0.obj 
name_lod1.obj
name_color.tga
and then run itemtest.
Category:Third Party Tools
Zeno Clash

is a first-person action game made by ACE Team on Source. It is currently only available on Steam and Direct2Drive. The ACE Team has released their Official SDK, and it is available on their ModDB Page, or on their own Wiki, at Wiki.AceTeam.cl.
== See also ==
* Official website
* ACE Team website
* Community forums
Category:Zeno Clash
Category:Source 2009 engine branch games
Zh-tw/Ai relationship

== 作用敘述 ==
在兩群團體中建立關係，這個團體可以是一個npc、一種npc或者是玩家。關係一共分為四種：一般、討厭、喜歡、恐懼，部分的npc在不同情況下會有不同反應。
;一般
:不會攻擊。反抗軍會帶有歉意地閃避玩家，但是不能給予命令。殭屍會保持原樣且面向目標。
;討厭
:認為目標是敵人，並且會展開攻擊。
;喜歡
:不會攻擊目標。反抗軍會自動地跟隨，而且可以給予命令。玩家對於他會自動放下鎗直到目標釋出敵意(但仍可以射擊)。殭屍會保持原樣且面向目標。
;恐懼
:該腳色會避開目標。(食腦蟲)不會攻擊，而且會逃走。(市保局)會攻擊。反抗軍會閃避、避免攻擊，而且不能給予命令。殭屍會在目標檔在行進道路上時揮擊，但是這種揮擊不會對玩家照成傷害，除非殭屍在這之前已經展開攻擊了。
Zh-tw/Both Teams are Full error

在和中，遊戲可能因為你忘了放置出生點實體或者是把它們放在了一個不可用的區域而找不到出生點，導致在加入隊伍時提示隊伍已滿。
在你的地圖中必須要放置和實體，否則遊戲就無法正常運行。如果你想知道還有哪些實體在遊戲中是必須的，請參見或者。
如果你已經為兩隊都放置了出生點實體，但問題還是出現，那就檢查一下，如果它顯示出生點不可用，通常來講，這是因為地圖內的出生點實體和其它固體或實體表面相交叉（注意地面和牆壁）。（不像HL2SP 和HL2DM的出生點實體，CS：S和CS：GO 的出生點實體需要離地高幾個單位），試著把出生點實體抬高一點點，確保它們不和地面接觸。
Zh-tw/Building Mods with Valve Technology

製作一個"模組"(就是建立一個新遊戲在既有的遊戲核心技術上)通常是一個很好的方法來製作一個新遊戲。當你依賴一個像Source一樣完美的遊戲引擎時，你的團隊可以花時間和精力在件族一些創意的玩法或獨特的內容，而非像是渲染技術或網路代碼又或者是碰撞檢測。Source引擎及其相關的SDK提供市場上最高效、完整和強大的遊戲開發包。如果你已擁有戰慄時空2或絕對武力：次世代，這就表示你已取得了完整的SDK。這就是你開始建立遊戲所需的一切。
==為什麼選擇Source?==
這裡有一些為什麼要用Source引擎來製作模組的原因：
==Valve==
* Valve仍然致力於維護模組社區。
* Valve也有一個將模組轉型為完整商品的良好紀錄。
==Source和Steam已經設計包含了模組==
* SDK在不斷的自動更新中包含新的功能 (像是HDR)。
* 一個強大 （而且免費！）的開發工具套件包含在內。
* Source顯然是目前市面上最靈活且最有淺力的引擎。
* Source/Steam平台可以讓你與玩家或客戶進行直接的交流。
==玩家群多於其他動作遊戲的結合==
* 模組可視為流行遊戲的一部分。
* 與一群龐大目的明確的社區與觀眾直接接觸。
** Steam遊戲佔據了PC線上動作遊戲市場的88%。
** 每個月大約每分鐘有50億個玩家
** 50,000個遊戲伺服
** 在任何時刻都有10到22萬個玩家同時使用
==包含：全部用於建構戰慄時空2的工具==
* 包含HL2 Source代碼
* 模型製作工具Softimage XSI|EXP
* Hammer關卡編輯器
** 完整的圖像範例檔案
** 社區擁有更進階的補充教學
* FacePoser
* 戰慄時空模型瀏覽器（Half-Life Model Viewer）
==Source引擎的威力==
在各個方面Source引擎提供具業界領先認證的性能。
* 渲染（Renderer）
* 材質系統（Materials System）
* 先進的角色（Advanced Characters）
* 物理（Physics）
* 先進的人工智能（Advanced AI）
* 多人網路代碼（Multiplayer Network Code）
* 音效系統（Sound System）
* 用戶介面（Vgui）
* 程序設計（Programming）
* 多樣工具（Tools）
閱讀關於。
==你已準備開始創作！==
* 安裝Steam。
* 獲取。
* 並在維基中提供你的想法,或在任何網頁上討論並加入電子郵件列表。
* 閱讀Source模組訊息。
* 開始建造！