nyuuzyou/wikis huggingface dataset:
Dreamball:Creating a Marble Model Changer

This page discusses using the db powerup modelchanger entity to change the player's marble model while in game. If you'd like to use the model changer we used in the official maps, place the "SDK_content/prefabs/gameplay/marble_model_switcher.vmf" prefab in your map and it's ready to go.
For those who want to make their own for any reasons, the elements that make up the model changer are as follows:
*A trigger brush - used for firing the model switch (you can use anything else that can fire outputs also).
*The db powerup modelchanger entity - for defining what our new model is.
To make our model changer now, place a db powerup modelchanger entity in your map. (this is a point entity) Now name it my_model_changer and in the New model field click browse and find the new marble model you want to use. You can also determine a new skin in the New skin field if you want to / or only want to change the model's skin.
Now create a trigger brush for where we'll trigger the model switch. In this trigger add this output:
:(or in any other entity that can add outputs)
::
	My Output 	Target Entity 	Target Input	Parameter	Delay	Only Once
	OnStartTouch	my_model_changer	Fire 	0 	0.00 	No
Now your model changer will switch models once triggered. 
==See also==
*"Dreamball Dev Kit/SDK_content/prefabs/gameplay/marble_model_switcher.vmf" - a ready made model switcher
*"Dreamball Dev Kit/SDK_content/mapsrc/sdk_model_switcher.vmf" - an example map of switching the marble model
*db powerup modelchanger
Category:Dreamball
Dreamball:Creating and Using Buttons

This page will show you how to make use of pre-made buttons (or also known as switches).
==The button==
In general, buttons are just a simple trigger that does all the working, there's no real fanciness to them at all. We'll discuss them a little still, for any beginners.
When you place the prefab, you use the trigger in the center of the button to fire off your events. The same trigger will automatically do the button down anim / sounds / sprites for you. Take a look at it's properties, it should be self explanatory for any regular Hammer users.
==Adding the button==
To use the button simply place the "prefabs/gameplay/button.vmf" prefab into your map. It's good to go as it is. To use it's functionality use the trigger brush in the middle of the button. Use this to fire off any event for the map when the button is pushed. For example you could have a gate that's shut, now add an output to the button trigger to open the gate on touch. Now when you roll on the button it'll open the gate and the button will be pushed down and the 4 sprites will show automatically.
Have a look at the sdk_buttons.vmf map example to see different kinds of events the button using.
==See also==
* "Dreamball Dev Kit/SDK_content/prefabs/gameplay/button.vmf" - a pre-made button setup
* "Dreamball Dev Kit/SDK_content/mapsrc/sdk_buttons.vmf" - an example map of using buttons with different events
* More info on triggers
* Dreamball Level Creation
Category:Dreamball
Dreamball:World Maps: SP and Coop

World Maps are the maps in Dreamball that are the themed worlds which is generally the standard mode (i.e. the Ice World, Lava World, etc, but not Orb Hunt!). If you want to make your own maps like these in their own themed worlds then it's pretty simple!
There's no Dreamball-specific entities to use here, just what ever your map desires. Take a look at the "Dreamball Dev Kit/SDK_Content/mapsrc" folder for example maps. You just make your maps with it's geometry and gameplay items, puzzles, etc, however you want! The same as you would in Half-Life 2 maps. So there's nothing entity-wise required (well... apart from the info_player_start!) to work one of these maps, just your imagination for your map building!
However, if you're building one with the same style / design as the official maps then you may want to consider a thing or two:
==Ending your maps==
If you want to end your maps the same as the official maps, you can use the 2 prefabs:
*"Dreamball Dev Kit\SDK_content\prefabs\gameplay\map_win_setup_SP.vmf" - for singleplayer
*"Dreamball Dev Kit\SDK_content\prefabs\gameplay\map_win_setup_COOP.vmf" - for coop
Looking at the entities they're self explanatory. If your map is going to be for Coop and SP then use the prefabs named accordingly. Note that the entities to end a SP map won't work for Coop, and the same for Coop vice-versa. So you'll need to ship a separate map for both sp_* and coop_* which will be pretty much the same maps (unless you of course wanted extra team-orientated puzzles in Coop, etc) just with the 2 different prefabs. If you don't want to use those prefabs you'll need the one entity to end the map still:
For SP: Use a point clientcommand entity that takes an input from your ending trigger (or whatever else that can send outputs) command of 'disconnect' to end the map. 
::
	My Output 	Target Entity 	Target Input	Parameter 	Delay	Only Once
	OnStartTouch	my_point_clientcommand	Command 	disconnect	0.00 	Yes
For Coop: Use a game end entity that takes an input from your ending trigger (or whatever else that can send outputs) that looks like this:
::
	My Output 	Target Entity	Target Input	Parameter	Delay	Only Once
	OnStartTouch	my_game_end 	EndGame 	0 	0.00 	Yes
Even if you don't want to use the prefabs, you can still look at them for an example if your unsure still.
If your making a string of maps that would sequentially follow each other (like the Lava World) then when using the point_clientcommand instead of using the 'disconnect' command use 'map <nextmapname>' to trigger it to load the next map. Then when you reach the final map of your world then you use the 'disconnect' command. However, if your world of maps is also for Coop you can't use the 'map <nextmapname>' command as it will make the person who triggered it load the next map, but not the server. This is something that you'll usually leave a server to control with their mapcycle.txt. But if your playing these maps with a friend on your own server you can use the nextlevel "<nextmapname< command to override it.
==See also==
* Dreamball Level Creation
Category:Dreamball
Dreamball Level Creation

This page contains articles relating specifically to Level Design for Dreamball. Feel free to contribute your own ideas.
__NOTOC__
== Getting started ==
* Downloading and Installing the Source SDK
* Configuring the Source SDK for Dreamball
* Download the Dreamball Dev Kit.zip - packed with example content, prefabs and open source official maps
===Design===
* Dreamball Mapping Notes
== Constructing Elements ==
===Level Creation Tutorials===
* Creating Checkpoints
* Creating a Marble Model Changer
* Creating and Using Buttons 
* Creating a Jump Powerup
* Creating Camera Collision
* Creating Floating Platforms
* Creating Fans
== Scripting ==
* Adding a Custom Map to Dreamball
== Game Modes ==
* Orb Hunt
* World Maps: SP and Coop
== Additive Information ==
* List of Dreamball Entities
* List of Dreamball Skyboxes
* List of Dreamball Particles
Category:Dreamball
Dreamball Mapping Notes

This page contains random notes bundled together you may find of use to know.
----
*Launching DB with -nomenumusic will disable menu music
*Dreamball's convars are commonly starting with:
marble_*
*Editing the marble camera properties is done with these convars if desired:
(these are sized in Hammer units)
 cl_default_zoom "128.0f"
 cl_maxzoom "512.0f" //For example if you want to increase the max zoom distance.
 cl_minzoom "8.0f"
 cl_zoomspeed "40.0f"
 cl_zoomdelay "1.0f"
 cl_zoomstep "2.0f"
*Due to clumsy model compiling on our end, the meant-to-be physics models (i.e. the crates) won't work with prop_physics, so you'll need to use the prop physics override.
Category:Dreamball
Dreamscape: Pin Point Blank

==Overview==
http://img150.imageshack.us/img150/4807/newbannerrain8oj.jpg 
"dying is the easy part" 
 Dreamscape: Pin Point Blank is a 3rd-person single-player total conversion of Half-Life 2. Its main features include the Pin Point Damage system and the Point Blank attack system.
Dreamscape will be set in the streets of San Diego, California. The story will involve drugs, money, revenge, sex and stealth.
In Dreamscape, you control Virgil Coltreese, a silent, yet deadly, killer.
This game is strictly single-player. It will take you across 12 levels.
==Features==
* The entire experience is in 3rd-person.
* Conversation system.
* Relief Mapping will be implemented. (parallax mapping)
* Brand new HUD. It contains the following items:
** Sanity Level Indicator.
** Locational Damage.
** Blood Meter.
** Misc. message area.
** Radar.
** And more
* This mod will consist of 7 unique maps, with a total of 12 levels altogether.
* Perform Stealth Kills.
* Point Blank Mode - This modifiable melee mode will allow you to control your melee attacks with extreme precision. You will be able to do the following manuevres:
** Grab enemies and choke them.
** Hand-to-hand combat, including punching.
* This is a true to life game, with many plot twists.
* Pin Point System - Depending on which location you are shot, your player will suffer accordingly. For example, if you are shot in the arm, you will not able to perform stealth kills or hold two-handed weapons.
* Sanity Level - This indicates how sane the player is. There are several factors that affect your sanity. If the player becomes completely insane, he will commit suicide.
* Buy and Sell - Throughout the game, you will be able to talk to many friendly NPCs. You will also be able to buy and sell items from them through the Buy and Sell Menu. This is an interesting experience on its own, because their is a certain amount of strategy involved in buying and selling items. The best comparison to this would be Madden's signings of free agents. But it's a bit more in-depth.
* Nightvision goggles.
* Approximately 10 new weapons.
==Screenshots==
Image:DreamscapePPB Screenshot1.jpg|
Image:DreamscapePPB Screenshot2.jpg|
Image:DreamscapePPB Screenshot3.jpg|
Image:DreamscapePPB Screenshot4.jpg|
Image:DreamscapePPB Screenshot5.jpg|
Image:DreamscapePPB Screenshot6.jpg|
Image:DreamscapePPB Screenshot7.jpg|
Image:DreamscapePPB Screenshot8.jpg|
Image:DreamscapePPB Screenshot9.jpg|Full HUD
Image:DreamscapePPB Screenshot10.jpg|Relief Mapping
==Download==
This mod is not released yet.
==Key People==
*Igor Todorovski
*Gustavo Restrepo
==Links==
Official Website
Category:Single Player Mods
Du/dv map

du/dv maps are used for DirectX 8 refractions. If you're a Photoshop user, it's easy to create du/dv maps using nVidia's texture tools.
== Creating a du/dv map from a normal map ==
A du/dv map can be easily created from a normal map in just two steps. You can also do this if you don't want to bother with the nVidia tools. 
=== Photoshop ===
#Open the normal map and invert the colours (Image > Adjustments > Invert or ).
#Go to Image > Adjustments > Brightness/Contrast.
##Check "Use Legacy"
##Set Brightness to -17
##Set Contrast to 100
=== Paint Shop Pro ===
#Open the normal map and invert the colours (Colors > Negative Image).
#Adjust the contrast as high as it will go.
----
You now have a finished du/dv map. When converting to a VTF, set the format to UV88.
==See also==
* Normal2dudv - utility to convert normal maps to dudv maps
* Height2Normal - utility to convert height maps to normal maps
* Filter Forge
Category:Material System
DuctTape

is a development integration and project building tool for Source Engine modders that allows users to:
* Build outdated files with the press of a button
* Eliminate the need to work with batch files
* Visually create script files, instead of typing them
* Create and compile an SMD into an MDL
* Build soundscape files using an intuitive interface
==Media==
Image:Ducttape screenshot 1.png
Image:Ducttape screenshot 2.png
Image:Ducttape screenshot 3.png
Image:Ducttape screenshot 4.png
== External links ==
* Official website
Category:Third Party Tools
Duplicate Animation Events Fix

== Introduction ==
This is neither a prediction issue NOR a duplicated animation issue. It has to do with the introduction of the new PlayerAnimState code in the 15 June 2009 SDK release.
The addition of the PlayerAnimState brings great changes to controlling the animations on the player, but the problem is it was thrown into an already very messy animation code that involves literally hundreds of calls to functions in various levels of virtualization...
== Explanation == 
At the end of the CHL2MPPlayerAnimState::DoAnimationEvent() function there is a little present from Valve, running a update to the View Model animation that corresponds to the third person animations. But, the problem lies in the way the SDK detects network variable changes, such as those pesky "" variables you might see around, specifically m_nResetEventsParity.
Let's backtrack a little, all weapons call their own viewmodel animations with a function called SendWeaponAnim() which does exactly what its name suggests and also increments m_nResetEventsParity.
Now the animation doesn't play twice because most weapon calls are in the same frame and it doesn't send the m_nNewSequenceParity since the sequence doesn't change. However, m_nResetEventsParity does get changed and it royally messes everything up. 
Since the PlayerAnimState stuff is only invoked client side it changes the event parity (sometimes) before the server update changes it, this is an intermittent problem.
The code is actually used to call the animation events on the predicted viewmodels of OTHER players (so muzzle flashes and the like play properly in third person view). The problem is valve didn't filter it out for the local player which causes the "doubling" of animation events.
== Requirements ==
*Using the latest OB SDK code
== Solution ==
Simply add a filter for the local player in the following code hl2mp_playeranimstate.cpp:
In the function CHL2MPPlayerAnimState::DoAnimationEvent()
#ifdef CLIENT_DLL
	// Make the weapon play the animation as well
	if ( iGestureActivity != ACT_INVALID && GetBasePlayer() != C_BasePlayer::GetLocalPlayer() ) // <-- CHANGE HERE
	{
		CBaseCombatWeapon *pWeapon = GetHL2MPPlayer()->GetActiveWeapon();
		if ( pWeapon )
		{
			pWeapon->EnsureCorrectRenderingModel();
			pWeapon->SendWeaponAnim( iGestureActivity );
			// Force animation events!
			pWeapon->ResetEventsParity();		// reset event parity so the animation events will occur on the weapon. 
			pWeapon->DoAnimationEvents( pWeapon->GetModelPtr() );
		}
	}
#endif
== Notes and Future Work ==
Future version of the SDK might fix this problem the other way, and that is to rely on this player animation code to setup the viewmodel animations instead of the weapon handling it's own animations in the specific parts of the code (PrimaryAttack, Draw, Holster, etc.)
Category:Programming
Duplicate weightlist pelvisonly

When compiling male_06_sdk.qc, studiomdl will fail with:
 ERROR: <path>/WeaponAnims_shared_sdk.qci(100): - Duplicate weightlist 'pelvisonly'
== Solution ==
The QC file contains a definition of $weightlist pelvisonly identical to a line in the included file male_shared_XSI_sdk.qci. Studiomdl doesn't know what to do with the duplicate. So:
#Make a copy of Male_Animations_sdk/WeaponsAnims_Shared_sdk.qci.
#Find and comment (or delete) the line starting $weightlist pelvisonly within it.
#Change male_06_sdk.qc's $include to the name of your edited file.
Category:Errors
Dust, Fog, & Smoke

This article is about adding smoke, dust, fog, etc, to a map. Due to their similarities, most of these effects can be achieved by variations of each other.
__NOTOC__
== Entities ==
*env_fog_controller — adds fog to the entire map
*env_smokestack — smoke emerges, is moved by wind, and dissipates
*func_dustcloud — a volume of dust
*env_steam — fast-moving version of env_smokestack, without wind
*env_dustpuff — emits puffs of dust
*env_smoketrail
*func_smokevolume
== Materials ==
*effects/fog_d1_trainstation_02 Used only in the distance. Fit to brush face. HL2-content derived source games only.
*shadertest/volumetricfog — Doesn't work.
*tools/toolsfog — Works only with func_smokevolume.
*tools/toolsskyfog (needs description)
== Notes ==
*env_smokestack and func_dustcloud use numerous sprites to achieve their effect, and can therefore be very expensive to render (some settings will slow your map, especially on low-end systems).
*CS:S has some cloud props.
*Shafts of light must be added by hand. There is a model for this (Effects/vol_light.mdl) or you can create a non-solid brush with material models/effects/vol_light001 or vol_light002.
*To get fog in a 3D skybox, adjust the fog settings in the sky_camera. For best results give it the same settings as the env_fog_controller.
*In Source games, prior to , renders fog as a plane a certain distance away from the camera. This method is bad, as rotating the camera will strengthen or weaken the apparent amount of fog in a particular spot, even though the viewer hasn't moved at all. After , aswell as (since 20th anniversary, enabled in some maps only), Valve implemented a new radial method which is independent from the viewing angle. also has it's own implementation of radial fog.
* There is a Fog Panel in Left 4 Dead 2 that allows in-game manipulation of fog parameters. It is loaded via console command fogui.
== See also ==
* Fog tutorial
* Moving Clouds
* :Category: Level Design
== External links ==
*Fog prefab for Episode One and Two Realistic, non-fps killing fog - tutorial
Category:Hubs
Category:English
Dynamic Viewmodel FOVs

This is a very simple copy-and-paste tutorial for setting a weapon's viewmodel FOV in it's script.
Lets get started!
Add this to weapon_parse.h in the shared gamefolder:
	float m_flViewModelFOV; // Dynamic Viewmodel FOV
Put this under:
	char szAmmo2[MAX_WEAPON_AMMO_NAME]; // "secondary" ammo type
Next Add this string to weapon_parse.cpp in FileWeaponInfo_t::Parse:
	m_flViewModelFOV = pKeyValuesData->GetFloat("ViewModelFOV", 54.0f);
and then change ClientModeShared::GetViewModelFOV in clientmode_shared.cpp to say:
ConVar r_viewmodelfov("r_viewmodelfov", "0", FCVAR_CHEAT);
float ClientModeShared::GetViewModelFOV(void)
{
	float flFov = 90.0f;
	if (r_viewmodelfov.GetFloat() > 0)
		return r_viewmodelfov.GetFloat();
	CBasePlayer *pPlayer = CBasePlayer::GetLocalPlayer();
	if (!pPlayer)
		return flFov;
	C_BaseCombatWeapon *pWpn = pPlayer->GetActiveWeapon();
	if (pWpn)
	{
		flFov = pWpn->GetWpnData().m_flViewModelFOV;
	}
	return flFov;
}
Now, due to this, the command "viewmodel_fov" will no longer work, but you will be able to set the FOVs of weapons in their script file!
Just add:
 "ViewModelFOV" "NaN"
To the weaponscript file and replace NaN with your FOV or choice. If it doesn't find the ViewModelFOV string in the weaponscript file, it will assume the FOV is 54.
Category:Weapons programming
Category:Tutorials
Dynamic assaults

Setting up an assault using assault entities (ai_goal_assault, etc.) can be tedious and complicated, and the result is a rigid system which cripples much of the NPC AI. If the purpose of the assault is simply to attack natural enemies (like the player), setting up assault entities is often totally unnecessary. Here is how to set up an assault that relies only on the built in AI for teamwork:
The key to this system is that NPCs with the same squadname keyvalue will share information about enemies, and support each other. (Especially combines can share this tactical information with groups in different locations, using their radio sets.) Once a member of a squad spots an enemy, all members of that squad will be called in for backup (as long as the path to the enemy is accessible via the nodegraph), moving towards the last known position of the enemy without any need for assault_assaultpoints or assault_rallypoints. Just make sure that the nodegraph is good and valid.
== Additional waves ==
You can control these backup waves in two ways:
The natural way is through simply placing additional groups of squad members further away on the map. These additional groups will result in wave after wave of attacks. The drawback of this system is that it will involve moving and coordinating a large amount of NPCs at once, which will cost computer resources, and that the attackers can amass a force that over time will threaten the game balance.
The other way is through spawning new NPCs using npc_makers, giving its NPCSquadname keyvalue the same name as the squad. To prevent the assault from stopping if all the spawned members are killed before the new members are spawned , you will need to create an npc_enemyfinder in the squad, to keep it alive even if all its other members die. You can also use an ai_relationship entity to keep the relationship hateful towards the player, even once the members have died.
== Improving this system ==
You can improve the dynamic of this system in many ways, here are some suggestions:
* The combine can use cameras, scanners and/or manhacks in order to find the player. (Just include them into the squad.) If they are not at your disposal, you can also cheat by including npc_enemyfinders into the squad. By setting their FieldOfView keyvalue to -1, they will look in all directions.
* Make a few ways around your map, to surprise the player at every replay.
Category: AI Category: Tutorials
Dynlightscript.txt

is a txt file available in , placed in folder. This file used by to load values for some settings from new point lights, which are used by some other entities as a dynamic light source. You can set RGB light color, intensity and light style/appearance.
==Full list of entities==
* (Flare) - flare's light
* (GluonRay) - ray's light at the end point
* (ItemBattery) - battery light
* and (PropXenGruntPod) - pod's light
* and (ItemAmmoBox) - canister's light
* (SentryGround) - muzzle's light for sentry ground 
* (Flame) - used by , which used for any ignited object
* (Gargantua) - used by gargantua's eye
* (Controller.BrainGlow) - used by xontroller's head
* (PlantLight.Light) - plantlight's light (protracting version)
* (PlantLightStalker.Light) - plantlight's light (stalker version)
* (WeaponFlash.357) - weapon's muzzle light
* (WeaponFlash.GLOCK) - weapon's muzzle light
* (WeaponFlash.HIVEHAND) - weapons muzzle light
* (WeaponFlash.MP5) - weapon's muzzle light
* (WeaponFlash.RPG) - weapon's muzzle light 
* (WeaponFlash.SHOTGUN) - weapon's muzzle light
* (WeaponFlash.ASSASSIN_GLOCK) - weapon's muzzle light
==Code==
Dystopia

== About ==
 is a free multiplayer game, a total conversion of Half-Life 2, developed by Puny Human (formerly Team Dystopia). The game places players into tense combat situations in its own cyberpunk universe. Assuming the roles of either the Punk factionists or Corporate security forces, they battle against each other in a number of detailed environments, and must complete unique objectives to win. Fighting takes place in both the physical world (known commonly as meatspace), and a three-dimensional manifestation of computer networks, called cyberspace.
== System requirements ==
== External links ==
*Official website
*More info on the official wiki
** Archived link (2019)
**
Category:Steamworks games