nyuuzyou/wikis huggingface dataset:
Black Models

The "Black Models" issue can be caused by many different things. One thing could be the lack of proper lighting in the area. If the world is bright around the model and yet the model is still black: it is a pretty good indicator the problem is the lighting. Check for leaks and whether fullbright is set to 1. Another important note with models coming out back is if you have a 3D skybox in the map. When using a 3d skybox, make sure to have a light_environment both inside the level AND inside the skybox. This is very critical.
Other known causes for Black Models:
*The color keyvalue is 0 0 0 for the entity it is used in. 
*The nearest worldbrush directly beneath the model is either unlit, or using a culled texture such as tools/sky. 
In Half-Life 2, black models in-editor are caused by your video card/drivers. This seems to be common with the GeForce 4 series of video cards or very early drivers. They do not appear black in-game.
Also, black models in-editor along with black and/or glitchy 2D-views can be caused by an invalid SteamAppId entry in your gameinfo.txt.
Category:Compile errors
Black Operations

== Black Ops ==
The Black Ops forces were compromised of highly trained assassin's dressed in a black, ninja-like uniform with masks to cover their faces.
They carried handguns and submachineguns as standard inventory and often flanked using grenades.
The Black Ops came in after the failure and retreat of the HECU forces.
== Black Mesa Operation ==
The Black Ops operation at Black Mesa was a simple and straight-forward job, nuclear sabotage.
It involved infiltrating, planting the bomb and exfiltrating, though as they planted their package they were intercepted by Cpl. Adrian Shephard and the bomb deactivated - though the mysterious G-Man reactivated it for his own reasons and locked Shephard from getting back to the bomb.
== What Became of Their Forces ==
There is no real information or evidence that the Black Ops forces still existed in the time span of Half-Life 2, Episode 1 or Episode 2, so it would seem they were completely wiped out by the Millitary, Combine or Aliens.
Blackmesa crossbow tracer

This is the beam that appears after zoomed shot from crossbow in multiplayer game. It was added to make it easier for players to determine where a crossbow zoomed shot came from, because players with crossbow are very dangerous. This beam also has a wind effect that always moves the beam to the left side of player's view ( does not affect this). This entity can't be configured in and doesn't provide any unique inputs and outputs.
Represented by class CEnvCrossbowTracerEffect.
==Dedicated Console Variables==
Blackmesa mp coop gamerules

This entity controls elimination game rules. Spawns automatically with multiplayer game if are using 1 value. Spawn via console will result countdown with round restart (without map load), the counters of zombies and waves will not be displayed. If the entity is killed during the countdown, it will partially break the text display. You can use it in combination with when you want to restart round without map load (make sure you removed the previous entity). Since the necessary counters are not displayed after the entity respawns, it is better to restart the round completely by reloading your map.
Represented by class CBM_MP_Coop_GameRulesProxy.
Blackmesa mp gamerules

This entity controls deathmatch game rules. Spawns automatically with multiplayer game if and are using 0 value. Spawn via console will result countdown with round restart (without map load). If the entity is killed during the countdown, it will partially break the text display. You can use it in combination with when you want to restart round without map load (make sure you removed the previous entity).
Represented by class CBM_MP_GameRulesProxy.
Blackmesa mp teamplay gamerules

This entity controls team deathmatch game rules. Spawns automatically with multiplayer game if are using 1 value. Spawn via console will result countdown with round restart (without map load). If the entity is killed during the countdown, it will partially break the text display. You can use it in combination with when you want to restart round without map load (make sure you removed the previous entity).
Represented by class CBM_MP_Teamplay_GameRulesProxy.
Blackmesa sp gamerules

This entity controls singleplayer game rules. Spawns automatically with map launch. 
Killing this entity will give the player the ability to be reborn, but it will also cause multiple problems:
* You can't pick up items (weapons still can be picked up with ).
* Collisions with physics and dynamic objects (NPCs, , etc) are broken.
* You can't touch triggers.
* Bullets can't hit you.
This breaks entire game if will not use or console commands. The issues will continue happen even if you'll spawn this entity via .
Represented by class CBM_SP_GameRulesProxy.
Blackout

== Story ==
In the distant future a new moon has been discovered in the shadow of Heliph-57F. The discovery was not only made by humans, but an insectoid alien race called the Xenamorphs have also laid claim to the moon. The two races have battled for centuries and their weapons have grown to such tremendous power that they could destroy an entire planet. Both Human and Xeanamporphs decided to settle who gets control of the newly discouvered moon through a race. Each side would get 3 racers. The human vehicles made from metals and the alien vessels created from flesh.
Blackout will take players from the one of the most pristine temples of the Xenamorphs located on a fiery lava plane, to one of the oldest cities on Earth and more.
== Media ==
== Team ==
The Centre for Arts and Technology is proud to present Blackout. Blackout is the Centre's second game developed in class. Blackout is being developed by seven Game Art and Animation students under the name Wretched Sloth Productions, with the helpful guide of a technical lead and executive producer.
The students that make up Wretched Sloth are senior students attending The Center For Arts and Technology. They continue to amaze their teachers and have been considered the most talented bunch of Game Art and Animation students the school has produced.
== Help wanted ==
* Programmers
== External links ==
*
Blast Pit

Blast Pit is the sixth chapter of where Gordon Freeman traverses an old rocket silo and defeats one of the game's "bosses", the tentacle monster.
==Architecture==
Stone walls and metal fixtures are common here. The facility is meant for low-level industrial use, and is therefore spartan. Pipelines aren't hidden in the walls; they're located in plain sight. Hallways tend not to be tall, whereas rooms are very tall and open. Bridges and catwalks are generally placed high up.
==Environment==
The facility should be in disuse but not disrepair. Machinery should still mostly work, despite its age. Some of the larger rooms are flooded with toxic waste. Explosives are also occasionally stored in the complex, which can be placed around bullsquid to aid the player in dispatching them.
The original function of the labs was as a rocket engine testing site. The main goal of Blast Pit is to activate the fuel, oxygen and power lines in order to fire the engine and burn up the tentacles. If making a custom map in these labs, consider having some lines on and others off.
==NPCs==
While other aliens can be spread around for variety, Blast Pit centers around one major alien, monster_tentacle. There are three in the chapter placed in the same lab, and they attack by smashing the player. While scientists and security guards can be found deeper in the facility, it's best not to place them in groups since the silo complex has long been deserted. HECU squads should not be found here.
==Maps==
The following .bsps comprise this chapter.
*
*
*
*
*
*
*
*
*
==Gallery==
File:C1a4 rails.jpg|The rail lines early on in the chapter
File:C1a4k toxicwaste.jpg|Some rooms are flooded with toxic waste
File:C1a4_tentacles.jpg|The rocket test silo
Category:Regions & Atmospheres
Category:Half-Life Continuity
Blender

is a free and open source 3D modeling package that can be used to create models for and . Blender has also been available on Steam since April 3, 2015, it comes with automatic updates but has no support for the in-app Steam overlay currently.
== Features ==
Blender offers free 3D modeling and texture mapping features.
* Create textures and animate models.
* Use add-ons to import and export numerous different file types like SMD and DMX for your Source mods or the Steam Workshop. 
== Blender and Source ==
* Follow the Blender for Source 2 tutorial to export a mesh from Blender to Source 2.
* can import and export SMD and DMX.
* can also export SMD, and generate QC files.
* can import models, maps, and textures from , , and .
* can generate and optimize collision meshes for .
* can help you design and export materials for models.
* VertexLitGeneric OSL is a VertexLitGeneric shader implementation for the Blender Cycles ray-tracing engine, supported by Open Shading Language.
* See Animation in Blender to learn how to rig and animate in a way that survives SMD export.
* You can store as many models as you like in the same .blend file. Use scenes and/or collections to easily manage the different elements.
== Where can I learn to use Blender? ==
Although the Valve Developer Community has limited information about using Blender, we offer a variety of external resources for you to learn and master Blender.
* Official Blender Manual 2.6 - The definitive manual on Blender 2.6, provided by and hosted on the Blender website.
*Official Blender Manual 4.1 - The definitive manual on Blender 4.1, provided by and hosted on the Blender website.
* Blender 3D: Noob to Pro A helpful online resource book hosted on WikiBooks, a website that uses the same format as this website and Wikipedia. 
* Blender Basics - 4th Edition an online (but printable) classroom textbook released under Creative Commons BY the Central Dauphin High School.
== External links ==
* Blender homepage
Category:Modeling
Category:Blender
Category:Non-Steam Applications
Category: Third Party Source 2 Tools
Blender Source Tools

allows Blender to import and export SMD and DMX files.
==Features==
* Supports and 
* One-click export and import
* SMD and DMX support
** SMD export can be optionally tailored to suit GoldSrc's limitations
* Support for most Blender features
* Export multiple objects to one file
* Compile QCs automatically
* Import complicated models by QC
==Installation==
# Install the latest version of Blender (minimum 4.1, or later). Or [steam://rungameid/365670 Install Blender from Steam] (AppID: 365670)
# Download the Source Tools. Don't unzip.
# In Blender:
## Select > 
## Move to the tab
## Click at the top-right of the window
## Find the downloaded zip file and select it (Double click)
## 'Blender Source Tools' should be the only add-on shown if installed correctly. Check the box to the left and wait a moment for activation to complete.
==Community==
* News and changelog
* Forums
==Documentation==
* Blender Source Tools Help
* Skeletal animation
* Flex animation (shape keys)
* Modelling Props with Blender
* Compiling a model
* Steam Community Guide covering all model features in great detail
Category:Blender
Category:Modeling
Category:Third Party Tools
BlockStorm

is a remake of the old and extremely famous arcade game . Your mission is to break all the blocks you can see in the screen, that’s all. No blood, no guns, just a weird pipe floating and moving in a X axis and a ball with a strange physic movement with no inertia breaking coloured blocks. So simple and funny!
What makes this mod different to the others? Besides this is a version of Arkanoid and Pong all together in a mod for , the real challenge is that this mod has been completely created just using thanks to the Input/Output system to develop a completely new game.
I really wanted to show what Valve Hammer Editor was able to do through some "experiments", as a personal project, like this mod. I have some others half-done and ready to be continued, but this one will be the first to be finished.
Check out for more SDK-Projects in my website:
SDK-PROJECT
 
 
== Features ==
- Two different challenges with 10 unique levels each one.
- Score counter & Combo system.
- 7 different powerups (Multiball, Destroyer, Shield…).
- PONG MODE for 1 or 2 players (In the same screen) with 4 different maps with the first functional menu made with a level editor.
- 5 music tracks.
- Instructions to create your own player for PONG MODE.
- Original VMF maps included (But you have to unlock them by playing ;) )
- New Intro sequence.''
Fixes:
- Blocks now don’t throw gibs when the ball breaks them.
- Ball and platform speed increased
- Now you can change music track by pressing forward and back while playing.
- Fixed a problem with the platform when the player tried to cover the right side in each level.
- Ball now respawns over the platform, not in the middle of each level.
- Combo Counter now counts until 36.
- Difficulty adjusted.''
Possible bugs:
- Score counter sometimes gives 1000 extra points to the player when ball is breaking several blocks at the same time.
- There is a little probability to lose the ball if the platform push it when it’s stuck between the wall and the platform.
- Some possible minor bugs with overlays and sounds when changing the level or in credits screen.
- How the ball moves is not considered a bug… is just the way physics in Source Engine make the ball behave. ;)
''
== History ==
This mod took around 9 weeks to be completed.
== Team ==
Created by:
- Baxayaun (Enrique Colinet Morales - Spain)
Music by:
- V.L.CODE
- DJ SUDS
- Aikapallo
- Elwood
== MODDB AWARDS 2007==
== External links ==
* SDK-Project Website
* 
Category:Multiplayer Mods
Category:Single Player Mods
Bloody Good Time

is Outerlight's second title.
Congratulations, you’ve just been cast in your first slasher movie! You’ve been given your big break by the notorious Director X. His methods have produced some of the finest grindhouse films ever committed to celluloid. Famous faces and big names are not what this director is looking for. Fresh faces are all Director X casts, and with your embarrassingly empty resume you’re as fresh as they come!
But seven other hopefuls are also in the running, so you’re going to need to prove your worth if you’re to hit the leading credits. You’re going to have to scratch, claw and strike to slash your way to the top. This job’s going to be murder!
Bloody Good Time takes a new and irreverent approach to multiplayer shooters. The game runs on the Valve’s Source engine, known for classic multiplayer shooters such as Half-Life and Team Fortress.
* Be a deceitful bastard! Flush your enemies in the toilet, crash their heads on their plates when they eat, do whatever it takes to maim and kill other competitors in nasty and unexpected ways!
* Use a full arsenal of wacky weapons including guns, a baseball bat, a frying pan, and even an exploding remote-controlled rat to transform the movie set into real mayhem!
* Clash with up to 8 players online in a zany, first-person shooter, multiplayer experience like no other.
* Choose from a variety of stereotypical B- movie characters, including the bikini beach babe, the stoner, the creepy clown and the super jock.
* From Spring Break Beach to the Horror House to the Vegas Hotel, discover what’s behind the Hollywood set in these unique multiplayer maps.
* Developed by Outerlight, best known for their work on and the Half-Life mod of the Ship. This Scottish-based developer brings a great combination of humor and quality game play to .
* Running on the Valve’s Source engine, Bloody Good Time comes from the same pedigree of classic, online multiplayer shooters such as , and .
== Trivia ==
* The game was originally called Hollywood Murder Party.
== See also ==
* Official Website (archived)
* 
Category:Third Party Source Engine Games
Category:Outerlight games
Blowout Doors

This tutorial details how to create a normal door which, when triggered, becomes a physical object and is blown out from the door frame.
==Construction==
===The Door===
# Create your door as needed. See Doors.
# Once you have created your door, you will need to create a door frame. To do this, use three brushes to create an outline of your door. For ideal performance, you should use vertex manipulation to slot the pieces of the frame together, as in fig. 1.
# Once your frame is complete, select all the pieces, press Ctrl + T to tie them to an entity, and select func_brush from the list. Then select Never Solid in the Solidity field. You should now have a door and a frame as in fig. 2.
===Transformation===
In order to transform the door and provide the door with physical properties, the phys_convert entity is used.
Place this entity near to your door and set the following values:
* Name: DoorConverter
* Entity to convert: Door
===The Explosion===
To create the 'blowout' effect, you need to place two explosion entities. To do so, follow these steps:
# Place an env_explosion entity on whichever side you want the door to be blown from. If you place it behind the door, the door will blow towards you. Name this entity DoorExplosion.
# To create the movement of the door, place an env_physexplosion entity in the same place as the env_explosion. You should also name this entity DoorExplosion.
# You should now have a set up similar to fig. 3.
===Triggering the Effect===
Place a logic_relay entity near to the door and name it RelayDoorBlow. Switch to the Outputs tab and add two new records:
* OnTrigger > DoorConvert > ConvertTarget > Delay 0
* OnTrigger > DoorExplosion > Explode > Delay 0.05
To trigger the effect, you should trigger the logic_relay (e.g. with a trigger_once).
Category:Physics
Category:Level Design
Category:Tutorials
Blue Portals

is a first person puzzle platformer running on the Source Engine. Restricted to just blue portals, you have to get through a variety of interesting tests, with brand new game mechanics!
== Overview ==
The mod is for the game . You explore the Blue Portals Development Center, getting by, test by test. The mod has custom maps, materials, models, and audio. The mod was developed by Reepblue and ChrisWeyland, and released in 2010. The 2014 release includes Extended Play, Conversion Cubed, and both entries for the PlanetPhillip mapping competition. It also adds full support for the Steampipe update. The mod has an average of a 9.1 rating on ModDB, from a combined total of 375 votes at the time of this page was written.
== Blue Portals: UP ==
Blue Portals: Understanding Portals was going to be an expansion to Blue Portals, being developed by ChrisWeyland and WinstonSmith. It took place in a different Blue Portals center, and had a slightly different art direction.
== Blue Portals: Refresh ==
Blue Portals: Refresh was an attempt at picking up where they left of, since UP was canned. It was going to be a little more “fun” with vibrant colors and party balloons. It eventually turned into a version of Blue Portals 2 running off . It was reported that the performance was terrible, and there are unfortunately no photos of it in that state.
== Blue Portals: 5th Anniversary Edition ==
Blue Portals: 5th Anniversary Edition was an attempt at getting a version of Blue Portals greenlit for Steam. It would have included revamped assets, bug fixes, steam achievements, and some general enhancements. Rhetorical Games were involved in its development. It apparently isn't cancelled, and is "between developers" as of 2020.
== Blue Portals: Redux ==
There’s a version coming to steam still currently in development, called Blue Portals: Redux. It’s being developed by Rhubarb & Rhubarb. It was initially teased in 2019, and not too much is known about it.
== Images == 
Refresh:
Blue Portals- Refresh - Screenshot 1.png|Refresh Screenshot 1
Blue Portals- Refresh - Screenshot 2.png|Refresh Screenshot 2
Blue Portals- Refresh - Screenshot 3.png|Refresh Screenshot 3
5th Anniversary Edition:
Blue Portals- 5th Anniversary Edition - Screenshot 1.png|5th Anniversary Edition Logo
Redux:
Blue Portals- Redux - Screenshot 1.png|Redux Teaser 1
Blue Portals- Redux - Screenshot 2.jpg|Redux Teaser 2
Blue Portals- Redux - Screenshot 3.png|Redux Teaser 3
Blue Portals 5th Anniversary Edition

In November 2010, just after Thanksgiving (in the United States), the first ever version of Blue Portals was released to the public. Now, five years later, we're ready to release it again - this time on Steam. In honor of Blue Portals' fifth birthday, we've decided to bring our first ever mod to a much larger platform with a wider audience. This Steam Anniversary Edition would come packaged with everything in the current build of Blue Portals, but with additional features:
* Revamped assets, including brand new higher resolution textures and (possibly) new voicework.
* Bug fixes, performance improvements, and general enhancements.
* Easy installation, simply click to download!
* Improved packaging - no more loose files.
* Automatic updates (if needed).
* Steam achievements and cloud saves.
* Soundtrack available for free (composed by The Hamster Alliance)!
If Greenlit, we would of course need some time to make our improvements and changes and implement new features - but when we're done it will be release for free just as it was five years ago!
As always, thanks for the support and happy testing!
rHetorical''
== Overview ==
Blue Portals is a unique Source Engine modification created for the original Portal, developed entirely by two people and released in November 2010 - five years ago! And in honor of its fifth anniversary, we've decided to bring it to Steam. Unlike most other Portal mods, Blue Portals focuses on sending the player through a series of puzzles with only a single portal under their control - the other being controlled entirely by the environment. These new tests include a unique art style, a new soundtrack, and fun new mechanics and test elements!
The mod also includes the Extended Play map pack, which was created after the initial release of the mod. Revisit the cleverly-named Blue Portals Development Center, now with control over both portals as you solve brand new tests with even more new mechanics - including the brand new ECHO Device that grants the power of punting objects and launching into the air!
While Blue Portals released in November 2010 and can be downloaded now (requires Portal), releasing via Steam would allow and motivate us to include a host of new features and improvements.
Blue Portals: Anniversary Edition will be released for free, though it will require you to own and install Portal.
== Developers ==
* Reepblue
* Chris M
* Rhetorical Games
== Images ==
See: https://www.moddb.com/mods/blue-portals/images
== Videos ==
See: https://www.moddb.com/mods/blue-portals/videos
Blue Shift 2

A new mod for Half-Life 2 created by GMan003 and many others from Facepunchstudios. Current build is Alpha 0.2, internal distribution only.
== Overview ==
The mod is a sequel to Gearbox's Blue Shift. You play as Barney Calhoun in events directly preceding Half-Life 2.
Multiplayer mode uses all weapons from single player plus 11 more, including 9 never used in HL2DM.
== EXPECTED RELEASE DATES ==
Alpha: 9.1.2006, Done! Alpha builds distributed to team members.
:-Release alpha 0.1 [8.19.06]
:-Release alpha 0.2 [8.22.06]
:-Release alpha 0.3 [9.10.06]
Switched to weekly alpha builds.
:Private Beta: 10.1.2006
:Public Beta: 12.1.2006
:Release: 12.24.2006
== Chapters ==
Episode 1:
:A Rude Awakening
:To the Lab!
:...and Pass the ammunitionRavenholm
Episode 2:
:The Ashes
:Desert Eagle
:A Train to the West
:City 17
Episode 3
:Penetration
:Components
:Assassination Attempt
:Point Insertion
== Weapons ==
*.357 Magnum
*HK MP5 (HL1 smg)
*.357 Rifle
*Shotgun
*SMG
*Gravity Gun (single-player only)
*AR2
*Combine Sniper
*RPG
*Molotov Cocktails
*Grenades
*Stunstick
*Crowbar
*Tau Cannon *
*Pistol *
*Crossbow *
*SLAM *
== External links ==
*Official Site
*The forum
*
*Demo
*The original thread that started it all
Category:Single Player Mods
Category:Multiplayer Mods