nyuuzyou/wikis huggingface dataset:
VSIF2VCD

is a command line scenes.image extractor/decompiler.
== Usage ==
In the command line, type VSIF2VCD "game directory".
Game directory is where gameinfo.txt is located.
The game directory must include the following files:
* scenes/scenes.image
* maplist.txt - a text file listing all maps in the game, with Windows line separator.
* maps/<map name>.bsp or maps/<map name>_l_0.lmp - for each map in maplist.txt.
Because scenes.image stores scene names as CRC hashes, map files are needed for the decompiler to name extracted scene files correctly. Otherwise, scenes will be extracted with unreadable names like a00dba79.vcd.
With the changes in SlawekNowy's github fork, VCDs can now be extracted via script files such as response_rules.txt and items_game.txt, located in the scripts folder where gameinfo.txt is located. . It is no longer required to have a maplist and maps for extracting scenes.image vcds, but you should include it anyways as some vcds are only referenced in maps. Likewise, the opposite is also true. Some vcds are only referenced in script files in the scripts folder of the game you are trying to extract the scenes.image from.
If all maps were parsed correctly, you should see correctly-named scenes in your game's "scenes" directory, along with some hex-named scenes that weren't found on any map (if there are any).
== Changelog ==
;1.1 (April 23, 2012)
*Replaced division with multiplication to possibly increase accuracy.
== External links ==
* Download source code of SlawekNowy's github fork
* Download compiled build of SlawekNowy's github fork
* Download binaries and source code
* Author's Valve Developer Community and Steam profile
Category:Third Party Tools
Category:Choreography
VSLib

VSLib (VScript Library) is a simple, lightweight library for L4D2's VScript mutation system. It is a loose collection of classes and functions that work together to provide additional features. VSLib is designed to be re-usable and easily updatable. Taking advantage of the entire library requires the programmer to add only a single line of code! 
Add this line in the beginning of the script, outside any function:
IncludeScript("VSLib");
Download VSLib on GitHub.
==Features==
* Synchronous timer system: Those who have coded plugins for SourceMod know about SM's powerful timer system. VSLib introduces the same kind of timer system: delayed function calls, repeatability, and argument support. The timer system allows the modder to fire a function (with any arguments) after a delay.
* Entity class: Provides many new functions for entities, such as Ignite(), AttachParticle(), Hurt(), Kill(), GetTeam(), etc etc.
* Player class: Builds on the Entity class to provide many more functions for survivor/infected entities: SetFlashlight(), GetSteamID(), GetIPAddress(), GetName(), etc.
* EasyLogic system: As the name suggests, this table helps simplify the implementation of logic. Things such as ChatTriggers, save data, and game event notifications are managed by this table.
* Utils table: Random but helpful utility functions.
* HUD class: A collection of numerous HUD types.
==Comparing normal VScripts and VSLib-enhanced scripts==
See the difference between normal VScripts and VSLib below.
Normal VScripts
 function OnGameEvent_player_now_it ( params )
 {
 if ( params["userid"] != null && params["userid"] != "" )
 {
 local victim = GetPlayerFromUserID( params["userid"] );
 
 if ( victim != null && victim.IsValid() )
 {
 local name = GetCharacterDisplayName(victim);
 Say( null, name + " was vomited on!", false );
 }
 }
 }
Same VScript using VSLib
 function Notifications::OnPlayerVomited::NotifyEveryoneBro ( victim, boomer, params )
 {
 Utils.SayToAll( "%s was vomited on!", victim.GetName() );
 }
As you can see, VSLib-enhanced scripts are far simpler to code and understand.
== Some mods using VSLib ==
The following are some mods that use VSLib. You can download these mods and view their source code for examples.
Stranded: Intense survival experience. http://steamcommunity.com/sharedfiles/filedetails/?id=157525096
Rayman1103's Admin System: Epic admin system mod. http://steamcommunity.com/sharedfiles/filedetails/?id=214630948
Shotgunefx's Path Recorder: A really nice helper utility to record camera and vehicle paths. http://steamcommunity.com/sharedfiles/filedetails/?id=180944985
Boomer Peril: Tank Rush with a twist. http://steamcommunity.com/sharedfiles/filedetails/?id=157524450
Vicious Infected: Inspired by the SM plugin, this plugin takes infected to new heights. http://steamcommunity.com/sharedfiles/filedetails/?id=157523582
== Download VSLib ==
Download VSLib on GitHub.
== External Links ==
* VSLib tutorial
* Random Item Spawning tutorial
VScript

__NOTOC__
VScript, introduced since and later backported to (and ), is a virtual machine for scripting that acts as an abstract binding layer between the and engine and external scripts. According to the , the following scripting languages are supported or could be in the near future:
* Squirrel
* Lua
* Gamemonkey
* Python
== Implementations ==
===Squirrel ===
:Script Examples
:List of Script Functions
:Scripting
:Director Scripts
:Script Examples
:List of Script Functions
 
:List of Script Functions
:Vscript documentation is covered on its wiki: Vscript API Reference
: Only exists on the SFM build of TF2. No TF2 or SFM-specific API. Unused.
:List of Script Functions
:Listening to game events
:VScript Examples
:List of Script Functions
:List of Script Functions
:List of Script Functions
 (Custom implementation)
:Scripting
:Script Functions
:List of Script Functions	
===Lua ===
 (Client/UI only)
:VGUI Category
:Scripting
:Scripting API
:Scripting
:Scripting API
:Scripted Tool Creation
:Scripted Flashlight Tool Tutorial
:Scripting
:Scripting API
;General 
:Source 2 Animation System VScript API
:List of Script Functions	
===Python ===
;
;
:Scripting/Rigging
==See also==
* VScript Fundamentals
*List of Script Libraries
*Entity Scripts
* (entity)
*, (console command)
Category:VScript
Category:Technical
Category:Scripting
VSoundEdit

VSoundEdit is a tool used by Valve to edit soundscripts, particularly in mass. It provides a user-friendly GUI to batch creation, and also supports editing individual soundscripts with a simple and comprehensive interface. It supports and , and it can be made to support many other Source games, including .
=== Syntax ===
 vsoundedit [options]
Options:
;-game
:Overrides the VProject. Needed if you want to use it for other Source games that don't have it.
The -game parameter expects a path to the subfolder of the game (where gameinfo.txt is located), and not the general game folder. Example:
 
 vsoundedit -game "C:\Program Files (x86)\Steam\steamapps\common\Portal 2\portal2" 
== History ==
VSoundEdit was used extensively in the development of Portal 2, being used to batch create sound entries from large numbers of WAV files. However, like many of the tools used in Portal 2's development, it was never shipped. The tool can be found in the Dino D-Day SDK, among many other unreleased tools.
== Not starting up ==
VSoundEdit will silently close if it doesn't find any soundscript files. In order for it to find them, it reads GameInfo.txt in the specified directory and looks for this specific entry:
 Game |Gameinfo_path|.
If the above entry is read, it will look for soundscripts in the scripts folder. Remember that the first part Game should always be by itself. In other words, don't do this:
 Game+Mod |Gameinfo_path|.
This will cause the entry to be ignored. If however, you need to do this (for example, in a mod with specific SearchPaths), then you can add the first example below it.
== Unable to edit scripts ==
VSoundEdit requires the Perforce Helix Command-Line Client (p4.exe) in the same directory as vsoundedit.exe in order to edit scripts.
It does so automatically without user interaction with p4.exe, upon clicking the Save button.
The Perforce client itself uses Notepad by default to handle text files (such as soundscripts in this case).
The client itself can be downloaded here.
You can copy p4.exe from the install folder directly into the directory containing VSoundEdit.
== Scripts and sounds paths ==
VSoundEdit looks for the game sounds manifest, soundscripts, and sound files in based on relative paths from the directory chosen with -game.
It reads /scripts/game_sounds_manifest.txt and looks for the scripts in the manifest in relative paths as mentioned above.
For each soundscript, it will search the specified relative path within /sound in directory specified with -game.
Additional SearchPaths within gameinfo.txt will not be read.
== See also ==
*Soundscripts
*Sound
VTEST

.vtest is a format of Source Engine test scripts. It is the same as CFG.
They can be used to run in-game tests or to automate processes without using .cfg files.
.vtest files must be placed in ModName\testscripts directory and can be runned by launching the engine with -testscript [filename] command line argument (with .vtest extension).
Several working examples of testscripts can be found in the leaked -4 build of Half-Life 2.
Category:File formats
Category:Source
Category:Glossary
VTF2TGA

is a primitive command-line tool used to convert files from the VTF format to the TGA format. The tool can also decompile uncompressed HDR VTFs into PFM files, despite the name.
:
:
==Usage==
===Options===
 The input VTF. Doesn't need the filename extension.
 Name of the output file. Doesn't need the filename extension; outputs .tga for standard textures and .pfm for HDR textures.
 Optional, dumps all mipmaps from the input VTF.
==See also==
* VTFEdit - a more flexible third-party alternative to VTF2TGA that uses a GUI.
* - a superior third-party alternative to VTF2TGA that keeps the console interface.
Category:Material System
VTFEdit

is a GUI frontend for the functions contained within VTFLib, an LGPL open source programming library. VTFEdit is a successor to VTFTool and is written by Neil "Jed" Jedrzejewski and Ryan "Nemesis" Gregg.
VTFEdit itself was written solely by Ryan and is a .NET-based GUI tool for the creation and conversion of VTF and VMT files. It is a powerful tool allowing files of various formats to be converted to/from VTF format in all of the Source texture formats. 
VTFEdit produces mipmaps and DXTn compressed images using nVidia's nvDXTlib library, offering a wide range of formats and filters.
Other features include the ability to create normal maps from greyscale images, various sharpening filters for MIP Map generation, access to all VTF header flags, a simple tree-based VMT creation system with GCF access, a WAD conversion tool, a batch conversion tool, and a VMT creation wizard.
==Bugs==
== Screenshots ==
File:Vtfedit1.png|VTFEdit in action
File:Vtfedit2.png|VMT Editing
== See also ==
*
*Creating a Material
*VMT Editor
*VTFVer
== External links == 
* VTFLib - official GitHub repository and binary download
* Nem's Tools – the official website
* Nem's Tools – archive on Wayback Machine
* Nem's Tools – archive hosted on GitHub (faster)
* Arch User Repository – AUR package for VTFEdit on Arch Linux
* – a console-only alternative to VTF2TGA
Category:Material SystemCategory:Third Party Tools
VTFEdit Reloaded

is a fork of ( & ), originally created by Neil "Jed" Jedrzejewski and Ryan "Nemesis" Gregg.
== Features ==
* Migrated to using AMD Compressonator for DXT compression.
* Fixed the green tinge bug when viewing and exporting DXT-compressed textures
* Respect sRGB-ness when generating mipmaps and resizing.
* High DPI support
* Syntax highlighting support for VMTs
* Monospace font
* Fixed cubemap previews
* Dark Mode VMT Editor
* Simplify HDR texture preview exposure to a single slider
== Screenshots ==
VTFEditR - Dark Mode VMT Editor.jpg|Dark Mode VMT Editor
VTFEditR - Highlighted Syntax for VMTs.jpg|Highlighted Syntax for VMTs
== See also ==
*Creating a Material
*VMT Editor
*VTFVer
*
*
== External links == 
* VTFEdit Reloaded (GitHub Repository)
* VTFEdit Reloaded v2.0.0 (Google Drive Mirror)
Category:Material System
Category:Third Party Tools
VTFLib

is an LGPL open source programming library, created by Neil "Jed" Jedrzejewski and Ryan "Nemesis" Gregg.
VTFLib provides a C and C++ API that, with a few simple functions, can open and save VTF and VMT files, providing access to all known features. The library functions independent of Steam, allowing third party applications to use the library without Steam present or running on the target system.
VTFLib includes two GPL example applications, VTFCmd and VTFEdit. VTFCmd is a C command line frontend for VTFLib that can create VTF and VMT files from various source formats. It is similar in functionality to Valve's Vtex Source SDK utility, but offers a lot more control. VTFEdit is a C++ .NET graphical frontend for VTFLib with viewing and creation capabilities. Both VTFCmd and VTFEdit support several source image formats, including, but not limited to BMP, DDS, GIF, JPG, PNG and TGA.
VTFLib uses the nVidia DXTn library at the heart of its DXT image processing and is able to produce compressed images of a much higher quality than the default SDK Vtex tool.
== 64-bit version ==
As a side project, VTFLib co-author, Neil Jedrzejewski has produced a version of VTFLib for Visual Studio 2005 which can be compiled as both 32-bit or 64-bit. Although not merged into the current version or released publically, anyone in need of the 64-bit version for their project should contact him.
== External links ==
* VTFLib Homepage
* VTFLib Documentation
Category:Third Party Tools
Category:Material System
VTFTool

VTFTool by Jed (aka Wunderboy) is a GUI-based replacement for several SDK command line tools for handling VTF texture files. Like VTF2TGA, it can take a VTF file or folder of files, and convert them back into TGA format for editing. You can also export all the MIP images for a texture, plus export a TXT file which contains the config settings for re-compiling the TGA back into VTF format. It can also convert TGA files into VTF format and create a basic VMT shader file for your texture.
It is not a fully integrated creation tool, but designed more as a simple GUI replacement for the default SDK tools.
== External links ==
* VTFTool - the official website.
Category:Third Party Tools
Category:Material System
VTFVer

is a GUI VTF texture converter which converts VTF textures that are version 7.5 to version 7.4 and is written by Cra0kalo.
VTFVer is mainly used to convert a massive folder full of VTF textures to work for the older version of Source. Some people may use it to get materials from or into based games like Team Fortress 2 or Garry's Mod
== Screenshots ==
== External links ==
* Cra0 - Developer's website.
* Download (@ Cra0kalo's web site) 
* VTFVer 1.1 Download @ TheRaZZeRApp 
* Download Google Drive Mirror 
Category:Third Party Tools
Category:Material System
VTF Creator

VTF Creator is an application meant to be able to convert mass amounts of image texture files to VTF files. VTF Creator is written in Java by (=zhD=)The Enigma Blade. VTF Creator uses VTFCmd, a program licensed under the GNU GPL. VTF Creator itself is also licensed under the GNU GPL.
VTF Creator is meant to be used along side VMT Generator.
== External links ==
* VTF Creator - the official website.
Category:Third Party Tools
Category:Material System
VTF Explorer

VTF Explorer is a tool for viewing, converting and extracting from GCF files Source materials. It is also capable of viewing, modifying, and creating VMT files in GUI. The VMT editor is really extensive, and it is similar to editing entity properties in Valve Hammer Editor.
The program was written by Vyacheslav "Hoaxer" Dzhura entirely in Borland Delphi 7 except for srcwrapper.dll which manages VTF files through Valve's ImageLoader class to do all the work.
== External links ==
* FileFront.com - VTF Explorer v1.3 - the latest version download.
Category:Third Party Tools
VTMB Unofficial Patch Setup

__NOTOC__
== Installation ==
*1. Install the game from Steam, GOG or a disc and run the game once (it's fine if it crashes or shows memory error on a 64 bit OS).
*2. Download the latest unofficial patch and run the downloaded executable as an Administrator.
*3. Choose the installation folder when prompted and type of installation - Basic or Plus:
**Basic Patch- consists of bugfixes that do not alter Troika's vision for the game and some minor changes made to streamline the experience.
**Plus Patch (Restorations and Tweaks)- makes more changes including some fan-made content.
**Patch Extras (Walkthrough, Shaders, SDK and more)
:If you want to install the SDK select "Patch Extras (Walkthrough, Shaders, SDK and more)"
*4. Put -game Unofficial_Patch in the Steam launch options (if using Steam version) or shortcut (if using disc/retail/GOG version) and run the game.
*Alternatively (Steam version only): You can also use to launch the game via desktop shortcut or to launch via batch file.
*5. To run the SDK navigate to your game folder, usually to find at and click on Bloodlines SDK. With a click on "Hammer Editor" you launch the level editor.
:After this, you can choose to unpack your game's content (to be visible in the SDK), this procedure is automatic too. If you have problems with game configuration and editor display settings, run the "Reset SDK Configuration" procedure from the main menu.
=== Usage limitations: ===
The SDK requires the unpacked version of the game for now (maybe support for Vampire's VPKs will be added later...) No fully-functional support for animated models (you can view some of them but not edit with the SDK means). More advanced info you can find in the SDK readme file.
Category:Vampire The Masquerade - BloodlinesCategory:Level Design
VVIS

or Valve Visible Information Set is the command-line tool that takes a compiled BSP map and embeds visibility data into it. VVIS tests which visleaves can see each other and which cannot. See Visibility optimization for a more detailed explanation.
VVIS will:
* Test visibility between visleaves by clipping their view planes.
* Enforce a maximum visibility distance, if configured to.
== Syntax ==
 vvis [options...] <bsp file>
For example:
 "Half-Life 2\bin\vvis.exe" -tmpout sdk_trainstation_01
This will generate and embed a visibility chart, writing portal data out to .\tmp\sdk_trainstation_01.prt.
==Options==
Use these in combination with expert compile mode or a batch file:
=== Functions ===
; -fast
: Only do a quick first pass. Does not actually test visibility.
; -radius_override <int>
: Force a maximum vis radius, in units, regardless of whether an env_fog_controller specifies one.
; -nosort
: Don't sort (an optimization) portals.
; -tmpin
: Read portals from \tmp\<mapname>.
; -tmpout
: Write portals to \tmp\<mapname>.
=== General ===
; -low
: Run as an idle-priority process.
; -threads
: Override the number of CPU threads used. Maximum is 16 threads (32 in , unlimited in )
:
::
:
; -verbose (-v)
: Turn on verbose output
; -novconfig
: Don't bring up graphical UI on vproject errors.
; -mpi
: Use VMPI to distribute computations.
; -mpi_pw <string>
: Use a password to choose a specific set of VMPI workers.
; -vproject <string>
; -game <string>
: Override the VPROJECT environment variable.
== Console Output ==
VVIS prints various information about the compile process to the console. Note that output from older versions of the tool can be different.
; number portalclusters
: The effective number of visleaves in the map (visleaves clustered together with count as one). 
; number numportals
: The number of portals connecting the the above visleaves.
; BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (time taken in seconds)
: Rough visibility calculations that are used to trivially weed out unseen areas from the final calculations.
; PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (time taken in seconds)
: Runs the actual visibility algorithm to determine which visleaves can see each other. Not run with -fast.
; Optimized: number visible clusters (percentage)
: Compression of the visibility data.
; Total clusters visible: number
: The total number of occurrences of visleaves being able to see each other in the calculated data.
; Average clusters visible: number
: The average number of leaves you can potentially see from each visleaf.
; Building PAS...
: Calculates the Potentially Audible Set.
; Average clusters audible: number
: The average number of leaves you can potentially hear into from each visleaf.
; visdatasize: number compressed from number
: Size of the visibility data in bytes. Max size is 16 MB in Source 2013.
== See also ==
* PRT
* Visibility optimization
Category:Official Source Tools
Category:Source 1 BSP compilers
Vacuum Tube

The Vacuum Tube (or Vac-tube) is used within the Aperture Science facility in the bts (Behind the scenes) areas of PORTAL 1, to transport testing apparatus (aka. cubes, people, ect.). The vacuum tube was picked because it shows that Aperture only choose the most ridiculous way to transport material objects.
== How to create one ==
First, start off making the basic shape by combineing these models, make them twisty, make them windy, end them behind a wall, or going into a wall.
Here is a list of useful models:
vacuum_entrance_a.mdl
vacuum_flange_a.mdl
vactube_connector.mdl
== Making items inside ==
First, start by making path_tracks. Don't forget to turn on 'Teleport to this path' in the first 'path_track'.
Now create 2 prop_dynamic_overrides, and 3 brushes in the same place. Convert two of them to func_rotating and the 3rd one to func_tracktrain.
Parent prop_dynamic to func_rotatating, func_rotating to 2nd func_rotating, and then to func_tracktrain. Set track train speed to 450-600, height above track to 0 and distance between the wheels to 0.
Now go to flags and check allow roll (z-rot). Now open both of func_rotatings and in flags check x axis in the first and y axis in 2nd. Set rotating speed to 150.
Now set 2 different models to prop_dynamics_overrides. Create logic_auto and give it outputs.
Output Name	Activator	Via this input
On Map Spawn	prop_dynamic_override1	turn off
On Map Spawn	prop_dynamic_override2	turn off
Create logic_case.
Add outputs
Output Name	Activator	Via this input
OnCase1	prop_dynamic_override1	turn on
OnCase1	prop_dynamic_override2	turn off
OnCase2	prop_dynamic_override1	turn off
OnCase2	prop_dynamic_override2	turn on
Now in the last path_track of your tube create outputs:
Output Name	Activator	Via this input
OnPass	LogicCase	PickRandom
== Gels ==
To make gel flow through tubes create an info_particle_system. Then set the particle to one of the following gels:
#blob_curve_orange - Propulsion Gel
#blob_curve_blue - Repulsion Gel
#blob_curve - Conversion Gel
Then create an info_target entity, name it, check the "Always transmit to client (ignore PVS)"
flag and set the info_target as control point 1 of the info_particle_system you created before.
The Gel will now go straight from the info_particle_system to the info_target.
The distance between those two entities will determine how thick the gel flow is.
Category:Portal 2 Level Design