nyuuzyou/wikis huggingface dataset:
Sin Episodes Level Creation/Making Grunts Rappel

*1. Construct a small room with a ledge or something that the grunts will be able to rappel from. Once constructed, place the grunt right at the edge of the ledge he will be rappelling off of. It's important that you make note, the grunt should be placed where you want his rappel to begin, you cannot place him above the platform! The first surface the bounding box around the grunt touches will be where he breaks free of the rope.
:If you want to get a better judgement of what your grunt will look like, in his "model" tab you will see an anim named: "rappelloop", that is his rappel animation.
*2. Now, create a trigger (ex. a Trigger_Once) and you should put the output pointing at the rappelling grunt and it should tell him to "BeginRappel".
*3.You should now have Rappelling Grunts where ever you want to place them in game!
Category:Sin Episodes Level Creation
Sin Episodes Level Creation/Making a blimp fly

==Introduction==
You need to know basic hammer editor mapping and how to make a 3d skybox to attempt this tutorial
Notice the advertisment blimps that float around the in sky in Emergence, this tutorial will show you how to make one and how to make it fly using a func_tracktrain and a few path_tracks.
==Making the Blimp==
Add a prop_dynamic into your 3d Skybox, then access the object properties setup. While making sure smartedit is activated, select world model and add "models/highrise/dirigeable_01.mdl" to the value box then click apply and exit the object properties setup. You'll now see the blimp model shown infront of you in the 3d viewport. Make sure that it is facing east in top view (Otherwise it will fly reversing)
Now for the tricky part. Make a brush about the same size as the blimp and move this brush so it covers the blimp like a shell. Texture the entire brush with tools/toolsinvisblenonsolid and tie the brush to an entity. Make this new brush entity a func_tracktrain and name it blimptrain. Now go back to the prop_dynamic's (our blimp) properties and enter the value blimptrain into the keyvalue parent (this will make the blimp move with our func_tracktrain).
Okay, now add a path_track entity into the map, you'll want to put this where you want the blimp to start moving from. Name it Blimppath and press shift (this will cause it to make a duplicate) and drag it away to another point. You can see the two path_tracks are now connected by an orange line (This because the next stop target has been assigned to the 2nd path_track, which Hammer should name blimppath1, this is the first part of the track, now grab the second and shift-drag it to another location ahead of it, this is the first turn in the track. Make a looping track by continuing to shift-drag the path_track around then when done goto the properties of the last path_track in the path and change next stop target's value to blimppath (this will make the path loop).
Lastly goto the func_tracktrain's properties and enter this value for First stop target: Blimppath and Change Angles to Ease In/Out. You may want to set the speed (I recommend around 25 units per second) and other variables in the properties list.
==Final Note==
You can also use this method to make a boat move around a distant bay, by using the boat model instead of a blimp.
Category:Sin Episodes Level Creation
Sin Episodes Level Creation/Using Jetpack Grunts in your maps

===Warning===
*It is not recommended that you put jetpack grunts in your arena mode maps for cosmetic reasons.
*Due to the way that demo recording is handled in the game, jetpack grunts can T-pose for several seconds during gameplay on low-end machines.
*While we do not believe that this will be an issue for many maps, please be aware that this can occur and make your decision appropriately.
===How-To===
*1. Add in an npc_druglab_jetpack entity to your map. This is going to be the guy flying around.
*2. The easiest way to handle this is to add several path_track entities to your map, and link them using the Next Stop Target keyvalue. It is also recommended that you set a decent Path radius keyvalue so that the jetpack guys know how close they have to stay to the path. Make sure you name all of your path_track entities.
*3. Move the jetpack grunt so that he is close to the first path_track entity.
*4. Set the Target Path Corner keyvalue on the grunt to the name of the first path_track entity. 
Category:Sin Episodes Level Creation
Sin Episodes Level CreationUsing the bullet penetration system

For simplicity's sake, the bullet penetration system in Sin Episodes works in the same way as in Counter-Strike: Source. For example, the Magnum primary fire has a penetration value of 64. Tile has a value of 2. This means that the Magnum shot can fire through up to 32 inches of tile. (64 / 2 = 32)
 Actual penetration = (Penetration value / Density value)
==Value Tables==
The current density values for different materials:	The current density values for different materials:
Material 	Density
Metal 	64
Dirt 	32
Concrete 	16
Grate 	2.0
Tile 	2.0
Vent 	1.5
Computer 	1.5
Wood 	1.0
Penetration values for each gun (in Hammer inches):	Penetration values for each gun (in Hammer inches):
Weapon 	Penetration
Magnum (Primary Fire) 	64
Magnum-DUAG (Secondary Fire) 	500
Scattergun (Primary Fire) 	24
Scattergun (Secondary Fire) 	0*
Assault Rifle (Primary Fire) 	32
Assault Rifle Grenade (Secondary Fire) 	0*
Hand Grenade 	0*
==See also==
* Bullet Penetration in Counter-Strike: Source. 
* Material Surface Properties.
* Creating a Material.
Category:Sin Episodes Level Creation
Sin Episodes Making Jessica Drive

__NOTOC__
==The Basics==
To make Jessica drive a vehicle, you must first make a rough layout of the area that Jessica is going to drive in. Once you create the area, create: prop_sin_car, info_player_start, trigger_once, weapon_assault_rifle, path_corner and npc_jessica entities. place them at the start of your "track". Place the trigger_once and weapon_assault_rifle entities inside or below the info_player_start entity. Name the entities you just created. In this tutorial the prop_sin_car entity will be called "car", the path_corner entity will be called "start" the trigger_once entity will be called "getin" and the npc_jessica entity will be called "jess". under Jessicas properties change the following keyvalues: 
Target Vehicle: car 
Target Vehicle Path Corner: start 
==Making the path==
To make the path that Jessica is going to drive you need to create path_corner entities every time you want jessica to change direction. To create a basic path for Jessica to drive you need to enter these properties into our path_corner entity we created earlier. change "next stop target" to "path_01". Create a path_corner entity where your first curve is and name it "path_01" you should see a line connecting "start" and "path_01". now create more path_corner entites and connect them like we did before where you want jessica to turn. See the image for an example of what an area should look like when its path is complete. 
==Input & Outputs==
Now its the final step for making our track is making sure Jessica knows where the car is and when to start driving it. Lets start with the trigger_once. Enter these properties into an output for the trigger_once:
	My Output	Target Entity	Target Input	Parameter	Delay	Only Once
	OnTrigger	Jess 	EnterVehicle	0 	0.00 	No
what this says is that when this is triggered the game will tell Jessica to enter the vehicle as a driver without waiting. Use the following outputs on the prop_vehicle_sin entity: 
	My Output	Target Entity	Target Input 	Parameter	Delay	Only Once
	PlayerOn 	Jess 	DriverStartDriving	<none> 	0.00 	No
Category: Sin EpisodesCategory:Sin Episodes Level CreationCategory: Tutorials
Sin Episodes Organisations

__NOTOC__
Read this section to find out more about the organisations operating in Freeport City.
==Arch 13==
 thumb | right | 150px | ARCH-13 - logo unknown
Whispered in the shadows, the true purpose of Arch-13 remains a mystery, its very existence barely a glimmer in the public consciousness. Hints point to a reach of global proportions, and rumors touch on plans for everything from global domination to simple insider trading. The few verifiable clues that have emerged indicate a growing turmoil within the organization.
==HardCORPS==
 thumb | right | 150px | HardCORPS logo
One of the last truly independent privatized SecForces in Freeport City and led by Colonel John R. Blade, HardCORPS has a solid reputation of fair-minded enforcement. While not as well equipped as some of the other SecForces, HardCORPS personnel and determination have kept them in business. However, despite a loyal client base, HardCORPS is falling apart. Unrelenting media attacks by SinTEK have successfully eroded their once stellar reputation, leaving them to struggle in a market slowly being dominated by rival, corporate-sponsored SecForces.
==SinTEK Industries==
 thumb | right | 150px | SinTEK logo
One of the most terrifyingly powerful companies on Earth, SinTEK is involved in everything from Genetic Research to Weapon Development. SinTEK is continually on the forefront of emerging scientific frontiers and at the cutting edge of emerging technology. Insinuating itself with the rich and powerful, SinTEK offers its own SecForce that caters to the particular needs of the elite. With nearly unlimited political and economic power, SinTEK stands as the corporate leader of the world.
==The Cartel==
U4 use is once again on the rise. The thriving drug trade has given birth to a new layer of organized crime. Viktor Radek, a mysterious and ambitious drug lord, has risen to the top. Rumors put him in league with Elexis Sinclaire, but those that really know Viktor Radek know he’s out only for himself. His cartel, manned by a small but well armed mercenary army, keep his business dealings running smooth. The Cartel is tolerated by most SecForces because they keep overall crime rates down. Also, with Radek’s extensive financing, only the most well equipped SecForces could risk an open war.
Category: Sin Episodes
Sin Episodes VGUI Screen Setup

== Before Starting ==
This article explains how to create a custom VGUI Screen using the vgui_screen entity. 
First, close Steam, open up your SteamApps folder usually located here "C:\Program Files\Steam\SteamApps". Then using a program such a GCFScapeopen the "sinepisodes core.gcf" file. When inside extract the files "SE1\scripts\vgui_screens.txt" and "SE1\scripts\screens\docks_1d_U4lab_entrance.res".
==Making your custom vgui_screen==
Open the docks_1d_U4lab_entrance.res file and edit it as you like, in my example I removed one button and renamed the remaining labels. Then rename the .res file to "whateveryouwant.res" and place it in your "sin episodes emergence\SE1\scripts\screens" folder (you may have to make the last two folders in the filepath yourself). Then add this code to the end of the vgui_screens.txt before the last bracket,
 "whateveryounamedtheresfile"
	{
		"type"			"vgui_screen_panel"
		"pixelswide"	"whatever pixels you defined in the res file for width"
		"pixelshigh"	"whatever pixels you defined in the res file for height"		
 "resfile"	"scripts/screens/whateveryouwant.res"
	}
Now you can use your custom vgui_screen in your map. If you wanted to use a premade vgui you could have skipped this.
==In Hammer==
Go to your vgui_screen entity and under "Panel Name" enter the line you used in the vgui_screens.txt for "whateveryounamedtheresfile". For "Panel Width in World" and "Panel Height in World" use whatever amount of units you need. Open your custom .res file and search for a line that starts "command", after that is a string (we will call "command") which you will use for input/output. In the vgui_screen entity's "Outputs" tab select add and under "My output named" type in "~command" without quotes. Then fill in target and input like you would with any other entity.
Make sure that your .res file is in "sin episodes emergence\SE1\scripts\screens" and your customized vgui_screens.txt is in "sin episodes emergence\SE1\scripts" before starting your map or else the screen will not appear.
Important!
If you are releasing your map to other people with a modified vgui_screens.txt please BSPZipit so you do not overwrite their vgui_screens.txt, this file is used in single-player SiN and could possibly damage their game.
Category:Sin Episodes Level Creation
Since

- should link here to be clear what since means
* - means available in and all valve games that were released afterwards
* - would mean all valve games except and mods based on it (all official titles before team fortress 2 were updated to source 2013) 
* - introduced in which means it's currently also in all valve games before 
* - + 
* - and any mods based on it
* - and any mods based on it
== Source games in the release order ==
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== Source SDK bases ==
# 
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== See Also ==
* Template_talk:Since
* dump entity sizes - to check entity availability
Sk/Info target

Je použiteľná pre veľa rozličných entít, a je výborný všeobecný cieľ pre rôzne entity, ktoré maju mieritť, strieľať, pozerať na alebo kráčať na určenú pozíciu.
Je to jej hlavné použitie, a je podobné ako . Info_null je preferovaný na namierenie svetiel na určenú pozíciu, lebo info_null sa vymaže hneď po spawnutí, zatiaľ čo info_target ostáva. Táto entita môže byť tiež umiestnená pomocou pre zmenu uhlov a pozície hráčov počas komentáru vývojára.
== Keyvalues ==
== Flags ==
== Pozri aj ==
* 
*
Sk/Weapon item spawn

Určuje bod kde sa môže objaviť rôzna dostupná vec, okrem . Daná vec bude automaticky umiestnená na zem.
__NOTOC__
== Keyvalues ==
:
:
:* Any – director umiestni neiktorú z dostupných zbraní na blízko
:Tiež je možnosť špecifikovať viacero zbraní na blízko ak ich oddelíš čiarkou a director vyberie jednu z nich: crowbar,fireaxe,machete
== Flagy ==
== Úprava FGD (nepovinné) ==
== Pozri tiež ==
* 
* 
* 
* 
* 
* 
* 
* 
* 
* 
* 
* 
* 
*
Skeletal animation

Skeletal animation is a processor-efficient and relatively simple animation system that can simulate any jointed object, from people to insects to machinery. 	
The titular skeleton is a hierarchy of jointed but individually rigid bones that are manipulated in the same way as a real skeleton. Vertices are 'enveloped' to the appropriate bone and move with it; the bone in turn moves with the bones above it (e.g. the hand follows the forearm). Polygons that cover joints between bones stretch and compress as the skeleton moves.
Bones can be controlled with canned animation, real-time physics, and/or inverse kinematics.
		
== Limitations ==
; A bone is rigid
: The vertices enveloped to any given bone move as one unit. A skeletal animation cannot move them relative to each other (a flex animation can).
; A bone has only one parent
: A skeletons are organised into trees, branching out from a root. Webs/meshes of bones are not possible.
; Skeletons require hierarchy
: While it is theoretically possible to animate gasses or liquids with bones, it's an inefficient and overwrought solution. Use particles to create such effects.
== See also ==
			
* Flex animation morphs vertices directly (used for faces/lips)
* Vertex animation is keyframed vertex motion
* Particles are used to animate clouds or streams of objects
* Animated textures change the appearance of 2D surfaces
* SetSequence() is used by programmers to play skeletal animations
== External links ==
* on Wikipedia
__NOEDITSECTION__
Category:Glossary
Category:Modeling
SketchUp Source Tools

The SketchUp Source Tools allow you to create 3D content for the Source game engine using SketchUp by Trimble. There are two main file format exporters: one for .VMF and one for .SMD.
==VMF Export==
The VMF export plugin allows you to export SketchUp models to .
* For more information, see SketchUp to Hammer Export plugin.
==SMD Export==
The SMD export plugin is useful for creating models for props or for making static models that can be placed in your levels.
* For more information, see SketchUp to SMD Export plugin.
== Installation ==
1. First, download SketchUp. You can find the latest version here.
: Note: There are multiple version of SketchUp, such as "Pro", "Studio", which offers more advanced features. The Hammertime plugin should work with either, and with any of the SketchUp releases between 5-7.
2. Install SketchUp. Launch it once, just to make sure it runs properly. If it prompts you to choose a template, any one will do. If the 3D window with a human figure comes up, you're in good shape. Go ahead and exit SketchUp so we can install the Source plugins for it.
3. Next, you will need to have installed either the Left 4 Dead Authoring Tools or the Portal 2 Authoring Tools to obtain the plugins. You may find these plugins by right-clicking the tool in your Steam library, selecting properties, and clicking on the Browse Local Files... button under the Local Files tab. Alternatively, you may search manually; for the L4D Authoring Tools, the plugins can be found here: 
 C:\Program Files\Valve\Steam\SteamApps\common\left 4 dead\sdk_tools\plugins\sketchup\plugins
4. You'll need to copy all the files AND both folders into SketchUp's plugins folder. The exact target location depends on what version of SketchUp you have installed, as well as where you've installed it, but it's most commonly found here: 
 C:\Program Files (x86)\SketchUp\SketchUp (year)\Plugins
If you have a more modern version of SketchUp, then the plugins folder could be located here also.
 %APPDATA%/SketchUp/SketchUp (year)/SketchUp/Plugins
5. It's important that you have all of the following in the SketchUp plugins folder: 
File 	Description
vmf_export.rbs 	Script file which performs vmf export.
smd_export.rbs 	Script file which performs smd export.
valve_sketchup_tools_config.rb	User-changable configuration settings.
valve (folder) 	Contains required support files.
valve_library (folder) 	Contains examples and useful components.
6. Launch SketchUp.
Under the Plugins menu, there should be menu items labeled "Export VMF..." and "Export SMD..." You should be ready!
== Comments and Bugs ==
* Please send comments and feedback to sketchuptools@valvesoftware.com
== External links ==
* How-To Make a Left 4 Dead Map Using Google Sketchup (Maximum PC)
* Nacimota - Using Valve's SketchUp Plugins (YouTube)
* SketchUcation - A Resource Site for Google SketchUp
Category:Level_DesignCategory:SketchUp
SketchUp to SMD Export plugin

The SketchUp SMD_export plugin, part of the SketchUp Source Tools, allows SketchUp users to export their models to .SMD files. These may then compiled into models or static props for your levels.
There is also a SketchUp to Hammer Export plugin.
== How it works ==
You start by creating 3D geometry in SketchUp. The plugin translates selected parts of your model to an .SMD file, which you may subsequently compile or "bake" into an .MDL(model) file. MDL files are used by the game engine directly, and are useful as props or parts of the environment to compliment brushes.
The types of geometry you can export to .SMD format are not as limited as they are with .VMF.
== Installation ==
See the main SketchUp Source Tools page for detailed installation instructions.
== SMD tips ==
* SketchUp is very well suited to doing large-scale environmental props.
* The .SMD export will only include what is selected. You can keep several models in one SketchUp file, and then export each individually. If you name your components with a prefix of "SMD_" or a suffix of "_SMD", the export dialog will use that as the default filename of the .SMD file. 
* If you want your component to export as an .SMD in a certain folder, you may include a full path. For example, \props_highway\bridge_beamheavy_smd will export to <your_game_dir>\models\props_highway\bridge_beamheavy.smd
* You can make physics collision models for your props in SketchUp as well. SMD files used for collision should:
*# Conform to the size and shape of your prop. The collision mesh blocks player movement and projectiles, so it should wrap tightly.
*# Should be composed of convex, water tight solid volumes. This is not unlike making brushes for VMF export. You can combine several solids to create an overall concave collision volume, but you should try to keep the number of hulls (solids) under 20 or so. 
*# Have a valid game material assigned to each face of the collision mesh.
*# Have all edges smoothed 100%. This is critical for proper physics functionality in game.
*# Be inside a Group or Component to ensure proper smoothing export. Collision meshes that are not grouped will not export with correct smoothing.
* Search for models online at the Google 3D warehouse.
* The .SMD/.MDL system renders lighting differently than world geometry such as brushes you make in hammer. Thus, you can't apply the same exact .VMT material to the two. VMT material files that are used on world brushes typically start with "LightmappedGeneric", whereas models need to be "VertexLitGeneric". If there's a hammer material you want to use with your .SMD props, you’ll need to make a modified version that is "VertexLitGeneric".
* VMT's work best when they are under the materials/models folder, and in a folder with the same name as your model. For example, if your model is in models/mystuff, the .VMT should be in materials/models/mystuff. The .VTX files referred to in your .VMT's can live anywhere under materials.
== See also ==
* SketchUp to Hammer Export plugin
* SketchUp Source Tools
* Compiling a model
Category:SketchUp
Category:Modeling
Skill

A console variable that contains the combat difficulty level. The combat difficulty level affects many things in-game: The damage dealt to the player, the damage dealt to monsters, the amount of ammunition provided by ammo entities, and certain events can be set to trigger only at certain difficulty levels.
;skill 0:Easy combat difficulty. (Same as skill 1.)
;skill 1:Easy combat difficulty. "Enemies are easy to defeat, and the computer helps you aim." Overall about half as difficult as normal combat difficulty. (This is default(??).)
;skill 2:Normal combat difficulty. "Challenging enemies; your weapons do normal damage."
;skill 3:Hard combat difficulty. "Enemies are very tough; your weapons are less effective." Overall about twice as difficult as normal combat difficulty.
Skinning

In Source, Skinning - also known as UV mapping or Texture mapping - is the process of aligning each polygon of the Mesh to a specific area of its 2D Skin - or vice versa. The resulting Skinning data or UV map is simply a pair of UV coordinates for each and every Vertex in the Mesh. The Rendering Engine uses this Mesh data and a Skin.vmt file to render the Skin's pixel-surface in 3 dimensions.
*Skinning is sometimes used to refer to linking a Mesh to its Skeleton, although Enveloping is the preferred term for this.
== External links ==
* Sourceblog - a great resource for tutorials and information on skinning.
* Adobe Photoshop - the most used program in skinning.
Category:SourceCategory:ModelingCategory:Glossary