nyuuzyou/wikis huggingface dataset:
SFM/Working with locks

Locks in the SFM are similar to parenting in other 3D animation tools, but they work a little differently. You can use locks to put a hat on a character or keep a camera on a character's face. A lock parents any 3D object onto any other 3D object in the scene.
Unlike in traditional 3D parenting, however, adding a lock does not change an object's existing animation; a hand locked to a wheelbarrow will not move with the wheelbarrow if it didn't before. What locking does is parent one object to another but also create counter-animation to maintain the animation relationships as they were. Then, you can remove or work with that counter-animation to make objects that are locked together also move together.
Also unlike in traditional 3D parenting, you can remove a lock after you have used it to adjust your animation, and the animation will be unaffected; the effects of having locked the objects together persist even after you remove the lock itself.
You lock and unlock objects in the Animation Set Editor. To the left of each object and each control for each object in the Animation Set Editor, there's a small lock box. That lock box indicates the object's or control's lock state.
To lock a control to the world:
* In the Animation Set Editor, click the control's lock box. The lock box will change to a padlock icon.
To lock one control to another:
* In the Animation Set Editor, drag the parent control onto the child control's lock box. The lock box will change to a padlock icon.
To lock a camera to a moving character's head:
# Select your shot.
# Position the scene camera so it frames the character's face.
# In the Animation Set Editor, drag the control for the character's head onto the scene camera's lock box.
Counter-Animation:
Counter-animation is the original animation of the locked object. When an object is locked to a parent, the parent's movement samples are displayed in the Motion Editor, however, the locked objects counter-animation prevents it from following the parent. It must be confirmed by sliding the Default, Playhead, or Zero slider (under the Procedural tab) to full to override the counter-animation. Position and rotation of the locked object can be isolated in this manner. For example, the object can be locked to its parent's rotation but not it's position if so desired.
The Default slider applies the lock's position and/or rotation relative to the world. The Playhead slider applies the lock relative to the locked bone itself. Zero locks to the bone without changes (all Team Fortress 2 hats and cosmetics use this).
To remove the counter-animation of a locked object:
# Select the locked object in the Animation Set Editor.
# Go into the Motion Editor.
# Select the region of time you want affected, or select all of time (+).
# Drag the playhead until the locked object is in a state you like.
# On the Procedural tab, drag the Default preset all the way up.
# Preview your animation. The motion of the child object is now synchronized with the motion of the parent object.
== See also ==
* Manipulating objects overview
Category:Source Filmmaker
SFM/Working with objects

When you want to add an object (like a prop or a light) to a particular shot, you do so by creating an animation set for it in the Animation Set Editor.
You can add animation sets for various kinds of objects: character and prop models, lights, cameras, and particle systems.
You can also add animation sets for elements from gameplay you've recorded, as a way to make those elements visible in the Animation Set Editor so you can modify their animation.
After you've created an animation set, you can select specific controls inside that animation set to modify your object's animation.
== See also ==
* Adding objects
* Selecting objects
* Removing objects
* Copying elements between shots
Category:Source Filmmaker
SFM/Working with shots

A shot is a continuous length of time between two edits of a camera. In the SFM, shots are individual elements that contain the motion data, sound clips, and effects clips of all the elements in them. When you scrub from one shot to another on the timeline, even though what you see is seamless, it's like you're switching from one distinct file to another. That's why you can use a different map and camera in each shot. It's also why changes made to one shot won't persist to the shots before or after it. So it's a good idea to create a master shot that has all the pieces you need for your movie before you start blading it (cutting it up).
You can double-click an individual shot to see its components. Although you can also alter the components here, we strongly recommend that you use this view only to copy sound clips up to tracks in sequence view. To get back to sequence view, click the up arrow () near the upper-left corner of the timeline.
== See also ==
* Creating shots
* Manipulating shots
* Manipulating the timeline
Category:Source Filmmaker
SFM/Working with sound

Sound is an integral part of the movie experience. In the SFM, sound is added as sound clips, which are organized into tracks, which themselves are organized into track groups.
You can work with sound clips the same way you work with shots: move them around, make them shorter or longer, stretch and compress them (which raises and lowers their pitch), copy, paste, and delete them.
Each shot that contains recorded gameplay also contains the sound clips from that gameplay. You can double-click the shot to see its contents, including the game sounds, and you can modify those sounds manually, such as by setting their volume. To return to sequence view, click the up arrow () in the upper-left part of the timeline.
== See also ==
* Track groups
* Adding sound clips
* Recording new dialog
Category:Source Filmmaker
SFM/Working with the Element Viewer

== Working with multiple maps ==
If you want to use different maps in different shots, you can. But instead of specifying a map at the sequence level, you must specify maps at the shot level every time you want to change maps. Because a sequence-level map will override any shot-level map, you must also delete the reference to the sequence map. When you export your movie, the SFM will unload and load maps between shots that use different maps, which can take some time.
To use a different map in a shot:
# Open the shot in the Element Viewer.
# Click the browse button () next to mapname.
# Choose the map you want to use in that shot, and click Open.
To delete the sequence map reference:
# In the Element Viewer, go to the sequence level, and expand the activeClip. You can get to the sequence level from a shot by clicking the up arrow at the top of the panel.
# Select the text next to mapname and delete it.
Instead of using different maps in different shots and dealing with the load times during export, you have a couple of options. You can use the Hammer Editor to build a single map out of the pieces of the maps you want to use. That way, different shots can look like they're using different maps, even when they're not.
Alternatively, you can use a single map and, in different locations on that map, build "sets" out of props and models, basically turning them into level geometry. You do this by adding animation sets for them as you would for any other object. If you do this, however, you will probably want to make those animation sets unselectable and hidden by right-clicking the animation sets in the Animation Set Editor and selecting those options. Otherwise, if you try to lasso-select an object in the viewport, you may end up inadvertently selecting background elements too.
== See also ==
* List of useful SFM tutorials
Category:Source Filmmaker
SMOD: Redux

== Overview ==
It is Half-Life 2, but with new stuffs. For more info visit https://sites.google.com/site/smodredux/.
== Features ==
*New weapons
*New NPCs
*New effects
*New options
== Media ==
== Team ==
"SMOD" Made by "The SMOD Author".
== See also ==
*SMOD
*SMOD: Redux Level Design
== External links ==
*SMOD: Redux
Page creator is not SMOD: Redux author
SMOD: Redux Level Design/List of SMOD: Redux CFGs/autoexec

//Basic commands and tweaks are executed here automatically. DON'T ALTER THESE UNLESS YOU KNOW WHAT YOU ARE DOING.
sv_cheats 1
exec playermodel_gordon.cfg
viewmodel_adjust 1
viewmodel_fov 60
smod_override_classname 1
npc_replacemodel 1
sv_unlockedchapters "99"
smod_player_act_vehicle "1"
g_player_duckheight "32"
weapon_customweight 1
bullettimesim_bulletlimit "100"
//Default TPV Cam
cam_idealdist 90
cam_crouchheightofs 20
cam_standheightofs 12
cam_nottransmodel 0
cam_crouchheightofs 18 
cam_sideofs 5 
cam_idealpitch 0 
cam_idealyaw 0
//Gameplay Tweaks
ironsight_sensitivity 0.75
zoom_sensitivity_ratio 0.75
weapon_smg_firerate 0.075
weapon_alyxgun_firerate 0.1
weapon_ar2_firerate 0.1
weapon_cfrag_decrementammotype 2
smod_lean_max 15
hud_reticlemaxsize "9999"
//Graphics Tweaks
r_smod_bloom_amount 0.65
r_smod_bloom_fakeexposure_speed 0.5
npc_combine_ace_color "255 255 255"
smod_falldeath_removeblind 1
weapon_crossbow_forcesticky 1
r_motionblur_max 200
r_underwaterblur_power 50
smod_player_noweaponlower 1
r_nvlightconstant ".5"
r_nvlightlength "2800"
r_nvlightlinear "120"
r_nvlightpower ".035"
r_nvpower ".1"
SMOD: Redux Level Design/List of SMOD: Redux CFGs/autoexec commands aliases addon

//DON'T ALTER THESE UNLESS YOU KNOW WHAT YOU ARE DOING.
alias playermodel "playermodel_default"
alias playermodel_default "exec playermodel_gordon.cfg; dv1; alias playermodel playermodel_gcitizen; echo Player Model: Gordon Freeman (HEV MK5); exec wait_2sec; dv0"
alias playermodel_gcitizen "exec playermodel_gordon_citizen.cfg; dv1; alias playermodel playermodel_combinesoldier; echo Player Model: Gordon Freeman (C17 Citizen); exec wait_2sec; dv0"
alias playermodel_combinesoldier "exec playermodel_combinesoldier.cfg; dv1; alias playermodel playermodel_default; echo Player Model: Combine Soldier; exec wait_2sec; dv0"
SMOD: Redux Level Design/List of SMOD: Redux CFGs/giveall

impulse 101
give weapon_soy
give weapon_gcrowbar
give weapon_oicw
give weapon_mp40
give weapon_a35
give weapon_fists
give weapon_cz52
give weapon_m1garand
give weapon_minigun
give weapon_jackhammer
give weapon_sword
give weapon_spikegrenade
give weapon_pulsemg
give weapon_goldengun
give weapon_sawedoff
give weapon_dualpistols
give weapon_m4a1
give weapon_m249
give weapon_p90
give weapon_deagle
give item_ammo_rifle
give item_ammo_rifle
give item_ammo_rifle
give item_ammo_rifle
give item_ammo_hrifle
give item_ammo_hrifle
give item_ammo_hrifle
give item_ammo_hrifle
give item_ammo_gauss
give item_ammo_gauss
give item_ammo_gauss
give item_ammo_gauss
give item_ammo_flare
give item_ammo_flare
give item_ammo_flare
give item_ammo_flare
SMOD: Redux Level Design/List of SMOD: Redux CFGs/menu ragdoll actionmovie

ragdoll_rotIntertiaLimit_Max "5"
ragdoll_rotIntertiaLimit_Min "-5"
ragdoll_jointFrictionScale_Max "10"
ragdoll_jointFrictionScale_Min "0.300000"
ragdoll_damper "1"
ragdoll_rotdamper "1"
ragdoll_parammode "0"
ragdoll_rotlimit "1"
ragdoll_dragcoefficient "1"
ragdoll_inertia "1"
ragdoll_cl_parammode "0"
ragdoll_zvector "0"
ragdoll_dissolvephys "1"
ragdoll_twitch 0
ragdoll_forceserverragdoll 1
ragdoll_sr_playdeathpose 1
ragdoll_convulsion 0
ragdoll_electric_boogie "1"
ragdoll_massscale "0.75"
ragdoll_holdweapon "12"
ragdoll_ex_action "1"
ragdoll_deathposevelocity "1.0"
phys_npcdamagephysicsscale1 "2.0"
phys_npcdamagephysicsscale2 "2.0"
SMOD: Redux Level Design/List of SMOD: Redux CFGs/menu ragdoll farcrylike

ragdoll_rotIntertiaLimit_Max "5"
ragdoll_rotIntertiaLimit_Min "-5"
ragdoll_jointFrictionScale_Min "1"
ragdoll_jointFrictionScale_Max "1"
ragdoll_damper "1.2"
ragdoll_rotdamper "3"
ragdoll_parammode "1"
ragdoll_rotlimit ".8"
ragdoll_dragcoefficient "14"
ragdoll_inertia "8"
ragdoll_twitch 1
ragdoll_forceserverragdoll 1
ragdoll_sr_playdeathpose 1
ragdoll_convulsion 1
ragdoll_cl_parammode "0"
ragdoll_zvector "0"
ragdoll_dissolvephys "1"
ragdoll_electric_boogie "1"
ragdoll_massscale "1"
ragdoll_holdweapon "0"
ragdoll_ex_action "0"
ragdoll_deathposevelocity "1.0"
phys_npcdamagephysicsscale1 "1.0"
phys_npcdamagephysicsscale2 "1.0"
SMOD: Redux Level Design/List of SMOD: Redux CFGs/menu ragdoll funny

ragdoll_rotIntertiaLimit_Max "5"
ragdoll_rotIntertiaLimit_Min "-5"
ragdoll_jointFrictionScale_Max "1"
ragdoll_jointFrictionScale_Min "0.300000"
ragdoll_damper "-1.5"
ragdoll_rotdamper "-2"
ragdoll_parammode "1"
ragdoll_dragcoefficient "1"
ragdoll_inertia "8"
ragdoll_rotlimit "1"
ragdoll_cl_parammode "0"
ragdoll_zvector "0"
ragdoll_dissolvephys "1"
ragdoll_twitch 1
ragdoll_forceserverragdoll 1
ragdoll_sr_playdeathpose 1
ragdoll_convulsion 1
ragdoll_electric_boogie "1"
ragdoll_massscale "1"
ragdoll_holdweapon "0"
ragdoll_ex_action "0"
ragdoll_deathposevelocity "1.0"
phys_npcdamagephysicsscale1 "10.0"
phys_npcdamagephysicsscale2 "10.0"
SMOD: Redux Level Design/List of SMOD: Redux CFGs/menu ragdoll hl2

ragdoll_rotIntertiaLimit_Max "1"
ragdoll_rotIntertiaLimit_Min "1"
ragdoll_jointFrictionScale_Max "1"
ragdoll_jointFrictionScale_Min "1"
ragdoll_damper "1"
ragdoll_rotdamper "1"
ragdoll_parammode "0"
ragdoll_rotlimit "1"
ragdoll_dragcoefficient "1"
ragdoll_inertia "1"
ragdoll_cl_parammode "0"
ragdoll_zvector "0"
ragdoll_dissolvephys "1"
ragdoll_twitch 1
ragdoll_forceserverragdoll 1
ragdoll_sr_playdeathpose 1
ragdoll_convulsion 0
ragdoll_electric_boogie "1"
ragdoll_massscale "1"
ragdoll_holdweapon "0"
ragdoll_ex_action "0"
ragdoll_deathposevelocity "1.0"
phys_npcdamagephysicsscale1 "1.0"
phys_npcdamagephysicsscale2 "1.0"
SMOD: Redux Level Design/List of SMOD: Redux CFGs/menu ragdoll real

ragdoll_rotIntertiaLimit_Max "5"
ragdoll_rotIntertiaLimit_Min "-5"
ragdoll_jointFrictionScale_Max "10"
ragdoll_jointFrictionScale_Min "0.000000"
ragdoll_damper "1"
ragdoll_rotdamper "1"
ragdoll_parammode "1"
ragdoll_rotlimit "1"
ragdoll_dragcoefficient "1"
ragdoll_inertia "10"
ragdoll_cl_parammode "0"
ragdoll_zvector "0"
ragdoll_dissolvephys "1"
ragdoll_twitch 1
ragdoll_forceserverragdoll 1
ragdoll_sr_playdeathpose 1
ragdoll_convulsion 1
ragdoll_electric_boogie "1"
ragdoll_massscale "4"
ragdoll_holdweapon "0"
ragdoll_ex_action "0"
ragdoll_deathposevelocity "0.5"
phys_npcdamagephysicsscale1 "0.35"
phys_npcdamagephysicsscale2 "0.75"
SMOD: Redux Level Design/List of SMOD: Redux CFGs/menu ragdoll smod

ragdoll_rotIntertiaLimit_Max "5"
ragdoll_rotIntertiaLimit_Min "-5"
ragdoll_jointFrictionScale_Max "10"
ragdoll_jointFrictionScale_Min "0.300000"
ragdoll_damper "1"
ragdoll_rotdamper "1"
ragdoll_parammode "0"
ragdoll_rotlimit "1"
ragdoll_dragcoefficient "1"
ragdoll_inertia "1"
ragdoll_cl_parammode "0"
ragdoll_zvector "0"
ragdoll_dissolvephys "1"
ragdoll_twitch 1
ragdoll_forceserverragdoll 1
ragdoll_sr_playdeathpose 1
ragdoll_convulsion 1
ragdoll_electric_boogie "1"
ragdoll_massscale "1"
ragdoll_holdweapon "0"
ragdoll_ex_action "0"
ragdoll_deathposevelocity "1.0"
phys_npcdamagephysicsscale1 "1.0"
phys_npcdamagephysicsscale2 "1.0"
SMOD: Redux Level Design/List of SMOD: Redux CFGs/menu realism high

funk_tank_bulletpenetration 1
npc_strider_bulletpenetration 1
smod_dontsprintshooting 0
smod_nobunnyhop 0
smod_penetrate_bullet 1
smod_weapon_mod 0
weapon_svd_cslike 0
weapon_svd_handbulr_mult 1
weapon_svd_easymode 0
SMOD: Redux Level Design/List of SMOD: Redux CFGs/menu realism low

funk_tank_bulletpenetration 0
npc_strider_bulletpenetration 0
smod_dontsprintshooting 0
smod_nobunnyhop 0
smod_penetrate_bullet 0
smod_weapon_mod 0
weapon_svd_cslike 1
weapon_svd_handbulr_mult 0.1
weapon_svd_easymode 1
SMOD: Redux Level Design/List of SMOD: Redux CFGs/menu realism medium

funk_tank_bulletpenetration 0
npc_strider_bulletpenetration 0
smod_dontsprintshooting 0
smod_nobunnyhop 0
smod_penetrate_bullet 0
smod_weapon_mod 0
weapon_svd_cslike 0
weapon_svd_handbulr_mult 1
weapon_svd_easymode 0
SMOD: Redux Level Design/List of SMOD: Redux CFGs/menu realism veryhigh

funk_tank_bulletpenetration 1
npc_strider_bulletpenetration 1
smod_dontsprintshooting 1
smod_nobunnyhop 1
smod_penetrate_bullet 1
smod_weapon_mod 1
weapon_svd_cslike 0
weapon_svd_handbulr_mult 1
weapon_svd_easymode 0
SMOD: Redux Level Design/List of SMOD: Redux CFGs/wait 2sec

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SPR

is a file format used to store 2D sprites in . It is a modified version of the SPR format used by , adding a dedicated color palette and additional translucency formats (Quake SPRs only support alphatest transparency).
== Limitations ==
== Image format types ==
Format 	Explanation
Normal 	Opaque image with no transparency
Additive 	Same as Normal; Additive translucency can be achieved for any image format by changing the sprite's rendermode (either in a sprite entity, or via code)
IndexAlpha	Single-color with 8-bit translucency
AlphaTest 	Binary alpha-tested transparency; pixels using the last color in the palette will be transparent
== Orientation types ==
Orientation 	Explaination
Parallel 	Rotates to always face the camera
Parallel Upright 	Like parallel, but doesn't rotate around Z axis
Oriented 	Rotated in map editor to face a specific direction
Parallel Oriented	Combination of parallel and oriented.
Facing Upright 	Like parallel upright, but rotated based on player origin, rather than camera.
== Technical ==
=== Header ===
struct sprite
{
 int id; // format ID, "IDSP" (0x49 0x44 0x53 0x50)
 int version; // Format version number. HL1 SPRs are version 2 (0x02,0x00,0x00,0x00)
 int spriteType; // Orientation method
 int textFormat; // Translucency/Transparency method
 float boundingRadius;
 int maxWidth;
 int maxHeight;
 int frameNum; // number of frames the sprite contains
 float beamLength;
 int synchType;
 short paletteColorCount; // number of colors in the palette; should be 256
};
=== Palette ===
After the header, comes a list of palette colors of "paletteColorCount" size, each one 3 bytes - Red, Green, Blue.
=== Frames ===
After that come the sprite frames. (frameNum from the header)
struct sprite_frame_header
{
 int group; 
 int originX; // not sure about this one, it always huge for sprites in HL1
 int originY;
 int width;
 int height;
 // Right after this, the paletted image data comes, each byte is a pixel.
 // The image size is given in the frame header, so the entire data for 1 frame is width*height bytes.
};
== External links ==
* GoldSrc Sprite Tutorial by The303
Category:File formats
Category:GoldSrc Sprites
SPRView

is a legacy software application created by David Flor a.k.a. Nighthawk, released in 1999. This program is used to view and manipulate sprites in PAK file for . The program requires DirectX 3.0 to run and can be used on any directory.
== Features ==
 has several features that allow users to view and manipulate sprites according to their preferences. It includes an Open, Save BMP, Save Sequence, Sprite Information options. The program uses frames per second for animation speed, and users can zoom in/out with the and . Users can set the delay (in milliseconds) between each frame using the shortcut . Additionally, users can stop playback and cycle through the animation frame by frame with the or play the sprite once and stop with .
== Drawbacks ==
* Users cannot open files from within the program, and the program does not support SPR_GROUP frame types. Additionally, the program only works in 8-bit and 16-bit color space, which might not be suitable for some users needs.
* The Save Sequence option creates files that may not match the original, making the result not always compatible with certain sprites.
* The program is no longer supported. Consider using instead.
== Release Information ==
* v1.05 Beta
* v1.04
* v1.03
* v1.02
* v1.01
* v1.0 Early Beta
== External links ==
* GameBanana
* TWHL
== Screenshots ==
File:SPRView-screen.jpg|SPRView in Action (click to enlarge)
File:Sprview-windows.png|SPRView Windows (click to enlarge)
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Category:Non-Steam Applications
Category:GoldSrc Level Design
SRGB

sRGB is a standardized color space for use with monitors, printers, and the internet.
It is supported by OpenGL and Direct3D.
== Source ==
The r_shader_srgb ConVar determines whether sRGB conversion is done through hardware or through software.
* -1: Use hardware cap
* 0: Use hardware sRGB conversion (Default)
* 1: Use software sRGB conversion
There is also a fallback shader srgb that can be used in VMTs to detect whether or not conversion is actually being done through hardware.
== See Also ==
* 
Category:Glossary
SSBump2Normal

== Project ==
rob5300's "ssbumpToNormal" github
== How It Is Done ==
The Conversion Matrix in Rust
const OO_SQRT_3: f32 = 0.57735025882720947f32;
static BUMP_BASIS_TRANSPOSE: [Vector3<f32>; 3] = [
 Vector3::new( 0.81649661064147949f32, -0.40824833512306213f32, -0.40824833512306213f32 ),
 Vector3::new( 0.0f32, 0.70710676908493042f32, -0.7071068286895752f32 ),
 Vector3::new( OO_SQRT_3, OO_SQRT_3, OO_SQRT_3 )
]; 
Converting each pixel of the SSBump Map
for pixel in pixels {
 //Convert pixel colour to a vector
 let rgb = pixel.2;
 let pixel_vector = Vector3::new(rgb[0] as f32 / 255f32, rgb[1] as f32 / 255f32, rgb[2] as f32 / 255f32);
 //Convert normal vector back to traditional tangent normal
 let new_rgb = new_image.get_pixel_mut(pixel.0, pixel.1);
 new_rgb[0] = convert_vector(&pixel_vector, 0);
 new_rgb[1] = convert_vector(&pixel_vector, 1);
 new_rgb[2] = convert_vector(&pixel_vector, 2);
 }
The math function to convert each pixel
fn convert_vector(pixel: &Vector3<f32>, index: usize) -> u8 {
 return (((pixel.dot(BUMP_BASIS_TRANSPOSE[index]) * 0.5f32) + 0.5f32) * 255f32) as u8;
}
== Other Links ==
SSBump Page
NormalMap Page
S PreserveEnts

In multiplayer games, all entities are set back to their defaults during a round reset by removing and immediately respawning them, unless their current classnames matches an entry in the whitelist. Whitelisted entities either have special code to handle the reset process or none at all, and the entity is therefore considered not ideal for removal.
Some whitelisted entities may not properly account for round resets and are likely to carry their previous properties over to the next round, such as their origins.
Games 															
Has Whitelist															
==Source Code==
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==Code Dumps==
To find the whitelist in the Left 4 Dead games in IDA:
# Search for the string reference.
# Bring up all applicable XREFs.
# Search for the list that includes and .
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