nyuuzyou/wikis huggingface dataset:
Skip

Skip is a tool texture that tells the compiler (VBSP) to skip processing the brush face which is textured with it.
It still exists inside the map although the engine (usually) ignores it at run-time.
The Skip texture is used especially for Hint brushes. It is applied to the surfaces on brushes with the Hint texture that should not be used to break up visleaves (or leaves in short). Usually, a brush used for hinting has the Hint texture on one or two surfaces and the Skip texture on the rest. The Skip texture does nothing more than make the tools skip the brushsides they are applied to as a result of using the %compileskip VMT parameter.
The Skip texture can also be used to help preserve exact grid positions of other objects. Enveloping a group of precisely placed objects, inside a normal brush on par with a larger grid size, and then selecting these components together with the brush, will preserve the exact grid positions of the components when the group is moved according to the gridsize of the enveloping brush. As this brush is merely a tool for the design phase, covering the enveloping brush with the Skip texture will prevent this brush from being processed into the map. For detailed instructions, see the prefab article.
File:Proper_skip.png|Never use normal textures together with Skip on one brush. Instead, either replace Skip with Nodraw or use a Displacement.
File:Proper_skip_ingame.png|Compiled version of the left picture. The game removed all faces of the brush, even though one is not a tool texture.
== See also ==
*Prefab
Category: Level Design
Sky (Source 1 shader)

Sky is a shader for materials in Source meant for 2D skyboxes. The old method of making skyboxes before Source 2007 involved using the UnlitGeneric shader with $ignorez 1. This shader expands the amount of usable parameters and also allows for HDR skyboxes.
=== With an uncompressed HDR skybox texture ===
If the skybox texture uses uncompressed BGRA16f16f16f16f, then the VMT should look something like this:
sky
{
	$basetexture skybox/sky_wasteland_00up // Sky texture to use for LDR
	$hdrbasetexture skybox/sky_wasteland_00_hdrup // Uncompressed HDR Sky texture to use for HDR-enabled maps
	$nofog 1
	$ignorez 1
	$nomip 1
}
=== With a compressed HDR skybox texture ===
If the skybox has been compressed using BGRA8888, then $hdrcompressedtexture should be used instead:
sky
{
	$basetexture skybox/sky_wasteland_00up // Sky texture to use for LDR
	$hdrcompressedtexture skybox/sky_wasteland_00_hdrup // Compressed HDR Sky texture to use for HDR-enabled maps
	$nofog 1
	$ignorez 1
	$nomip 1
}
=== Without an HDR skybox texture ===
If an HDR version of the skybox texture is not available, $hdrbasetexture can use the same VTF as $basetexture:
sky
{
	$basetexture skybox/sky_wasteland_00up // Sky texture to use for LDR
	$hdrbasetexture skybox/sky_wasteland_00up // Sky texture to use for HDR, if the texture has NOT been specifically compiled for HDR
	$nofog 1
	$ignorez 1
	$nomip 1
}
=== Issues ===
You might find that skyboxes sometimes fit the entire projection area of a level. To re-scale the material to fit, use $basetexturetransform or add the following line:
	$basetexturetransform "center 0 0 scale 1 2 rotate 0 translate 0 0" // For cutting off the bottom halves of the skybox
The segment will maintain the fill-sizing of the X-axis, while locking the texture to the center line of the Y-axis (i.e. the absolute horizon line).
Category:Shaders
Sky Writer

is a free 3DS Max script that lets you render out your 3ds Max scene into HDR images for use as sky textures in Source. It can compile the images directly into Source; it also creates a cube cross that is ready for HDR Workshop.
Sky Writer does not design your sky... it simply renders the scene and exports/compiles everything into the right formats and creates VMTs and VTFs. For designing the environment, use the standard 3ds Max tools or use third-party plugins like Dreamscape or Vue.
Now includes a native PFM Bitmap exporter for the HDR files.
==Download==
Wall Worm Sky Writer 
Category:Third Party Tools
Category:Material System
Category:Skybox
Sky camera

It is used to mark the position of the map's origin inside the 3D Skybox. As your position changes relative to the maps origin it will be scaled and applied relative to the sky_camera.
When the map is compiled, the areas containing sky_camera(s) are skipped during vis calculations. This can be overridden by -forceskyvis on VBSP.
By default, only one sky_camera may be active at a time and it cannot move.
== Keyvalues ==
== Inputs ==
 
== See also ==
* 3D Skybox
* Skybox Basics - an overview article on skybox creation.
Category:Skybox
Sky camera (Source 2)

It is used to mark the position of the map's origin inside the 3D Skybox. As your position changes relative to the maps origin it will be scaled and applied relative to the sky_camera.
When the map is compiled, the areas containing sky_camera(s) are skipped during vis calculations. This can be overridden by -forceskyvis on resourcecompiler.
By default, only one sky_camera may be active at a time and it cannot move.
Category:Skybox
Skybox

Skybox refers to:
* 2D Skybox, a cubemap that is rendered behind all level geometry when sky brushes are present
:* Skybox (GoldSrc), the same concept in GoldSrc
* 3D Skybox, a "skyroom" that is rendered between the skybox and the main level geometry
You may also be looking for:
* Skybox Basics, for the general concept
* Skybox Optimization, for sky brushes and the way they are organized in a level
* HDR Skybox Creation
* , 
* Sky (Source 1 shader)
* Sky (Source 2 shader)
* List of skies for , , and 
== See also ==
* :Category:Skybox, pages useful to the study and design of skyboxes
* 2D Skybox with Terragen
* 2D Skybox with Terragen and Skypaint - Advanced
Skybox (2D)

The 2D Skybox of a map is a static 360° background image that is rendered only through skybox tool textures. This image is composed of six materials that are drawn like the insides of an infinitely large cube that surrounds the map.
As opposed to a 3D Skybox, it lacks geometrical depth, consisting only of textures without using the entity to display any 3D geometry.
__TOC__
== Adding sky to a map ==
	
Simply texture a world brush (not a brush entity) with the tools/toolsskybox or (if you are mapping for the Orange box) the tools/toolsskybox2d material. 
In-game, the skybox will be seen through each surface that toolsskybox is applied to. 
toolsskybox Brushes do not need to be box-shaped.
== Changing the displayed skybox ==
The skybox for a map can be set in Hammer's Map Properties dialog. With the correct map opened, follow these steps:
# Go to the Map menu 
# Choose Map Properties... from the drop down list
# In the Object Properties window, select the Skybox Texture Name field.
# Replace the value with the name of the skybox you wish to display. See Sky List for a list of available skies per game. To use a custom sky, see below.
In-game, the current skybox can be changed with the cheat console variable .
== Skybox Lighting ==
== Creating a Custom 2D Skybox Texture ==
# Prepare your image files. You don't necessarily need six images, as you can use an image for multiple sides, for example one for the top, one for the bottom and one for all four sides.
# Convert them to VTF. Make sure that you enable "Clamp S" and "Clamp T" flags or you'll see seams when running with lower texture detail.
# Create the following six VMT text files in the directory . Note that character case does not matter.
#* 
#* 
#* 
#* 
#* 
#* 
Use the following template for each:
Now, in Hammer, go to Map > Map Properties > Skybox Texture Name and type in , without any side tags.
== Creating a Skybox with XBlah's Modding Tool ==
LDR Skyboxes can be created straight from image files with the using an intuitive interface, that creates all the required vtfs and vmts. All you have to do is select each cubemap face, preview it, and save. It has a built in 3D previewer to check if the skybox is seamless, and supports the regular square skyboxes and the clamped ones.
This can be accessed within the tool through Materials > Skybox Editor.
== See also ==
* light_environment, env_sun and shadow_control entities define the skybox lighting settings, which are emitted from the toolsskybox texture into the map.
*Skybox Optimization - A tutorial on how to optimize brushwork skybox.
*Sky List - A list of skybox textures (with the values that Valve used)
* Sky Writer - A tool to render 3ds Max scenes directly into Source as HDR skies
Category:Material System
Category:Glossary
Category:Skybox
Skybox (GoldSrc)

Skyboxes in are simple "cubemap" textures that display in the background behind the level.
== Adding sky to a map ==
Simply texture a world brush (not a brush entity) with the texture.
In-game, the skybox will be seen through each surface that is applied to. 
 brushes do not need to be box-shaped.
== Changing the displayed skybox ==
By default, no skybox is defined, so GoldSrc defaults to the skybox. You can change it by setting the skybox name in Hammer's Map Properties dialog. With the correct map opened, follow these steps:
# Go to the Map menu 
# Choose Map Properties... from the drop down list
# In the Object Properties window, select the enviroment map (cl_skyname) field.
# Enter the name of the skybox you wish to display. If using a supported FGD, will show a drop down list of skyboxes available to the current game configuration.
== Creating a Custom 2D Skybox Texture ==
Skybox textures in GoldSrc MUST be 256x256 , and they follow the same naming convention as and , as so:
 <skyname>BK
 <skyname>DN
 <skyname>FT
 <skyname>LF
 <skyname>RT
 <skyname>UP
Both TGA and BMP images are supported, but TGA is recommended for quality and compatibility reasons.
Software mode defaults to BMP skyboxes, and reads the TGA version if a BMP version is not present.
OpenGL mode defaults to TGA skyboxes. It will attempt to use the BMP version if a TGA version is not present, but not all modern GPUs support this.
Skybox textures must be encoded using the following settings
Format 	TGA 	BMP
Resolution 	256 x 256 	256 x 256
Color depth 	24-bit (true color, no alpha channel)	8-bit paletted (256 colors, no fewer)
Compression 	Uncompressed or compression 	Uncompressed
Additional settings	Image origin: Bottom-Left 	Compatibility: No color space information
Skybox textures must be put in , or a subfolder thereof.
Gimp tga export.png‎‎| export settings for TGA skyboxes; RLE compression is optional, but recommend
Gimp bmp export.png‎‎| export settings for BMP skyboxes (optional in Steam release)
== Creating a skybox for GoldSrc, using Source ==
It is possible to create an area of a map into a Skybox to be used in . Here's an simple example:
# Create a large outdoor area with some displacement maps and treelines, and fog to hide the edges. Let's call it .
# Load the carrotjuice map ingame and turn cheats on ().
# Activate mode by simply opening the console and enter and hit Enter.
# Fly to the center of where you want the skybox. Use if a specific coordinate is desired.
# Open up the console and type , hit .
# Now type and press Enter. Now, 6 TGA files are now created and saved into a folder named in your Source game's mod folder ( i.e. for : ).
Since the mapname was , the name of the 6 TGA files are as following:
: (Right)
: (Front)
: (Left)
: (Back)
: (Up)
: (Down)
You can now copy or move these to your mod's folder, to use it as skybox in a level.
== See also ==
* Skybox (2D)
== External links ==
* Custom Skies tutorial by The303
Category:GoldSrc
Category:GoldSrc Textures
Category:Skybox
Skybox Basics

__NOTOC__
	
Skyboxes are solutions intended to make maps look bigger than they are. They are typically used to display the sky, along with distant, unreachable areas and landscapes, such as distant mountains or buildings. Even though it is called a sky-box, it does not need to represent a sky in the usual sense.
There are two types of skyboxes in the Source engine: 2D Skyboxes and 3D Skyboxes. A map can have both.
In-game, the player will see any skybox through any surface textured with tools/toolsskybox or tools/toolsskybox2d. The difference between these is that the former displays both the 2D skybox and the 3D skybox on top, whereas the latter displays only the 2D skybox.
To learn how to use skybox brushes in a level, see Skybox Optimization.
== 2D Skybox ==
2D Skyboxes give the effect of a giant cube surrounding the map, used for applying textures in its interior faces. It is locked to the player's viewpoint, never moving or changing perspective as they move, creating the illusion of distance. These textures usually consist of the ground meeting the sky to the horizon, clouds, and other distant details.
The 2D skybox for a level is set in the Map Properties dialog of Hammer.
The texture name is tools/toolsskybox2d. You can also use tools/toolsskybox for a 2D skybox if there is no 3D skybox in place.
== 3D Skybox ==
This new addition for skyboxes became available with the engine. It's not a skybox in the literal sense, but rather is geometry constructed by the level designer, projected outside the bounds of the gameplay area on the map. Maps do not require a 3D skybox to be created — it is a purely optional visual addition to the map.
There are many in-game assets designed to work in 3D Skyboxes. Search in the Model Viewer Browser for skybox to find some scaled down models. You may need Model Viewer.
The texture name is tools/toolsskybox.
== See also == 
*Skybox lighting
*Skybox Optimization - A tutorial on how to optimize a skybox.
*light_environment - An entity to control the light that skybox textures emit.
*env_cascade_light - . An entity which produces real-time, accurate lighting from skybox textures.
Category:Skybox
Skybox lighting

Skyboxes are the main source of light for most maps, and as such are one of the most important parts of making a map.
===Overview===
Skybox lighting enters the map through every toolsskybox-textured brush, representing direct sun/moonlight and diffuse skylight. Its basic properties are controlled by three entities used in combination (four in some games): 
* defines the direction, color and intensity of the direct sunlight, and the color and intensity of the diffuse skylight.
* defines the color, direction, and attenuation distance of the dynamic shadows that are created by light_environment. Dynamic shadows will be buggy and unconfigurable without this entity.
** 
* places a glowing sprite in the skybox to represent the Sun's apparent position in the sky. It has no effect on lighting aside from this.
* casts harsh, real-time shadows onto the map, usually copying settings from the entity .
* places godrays radiate from disk/circle in the skybox; does not contribute any actual lighting (the lighting code is disabled) .
* casts dynamic shadows and lighting similar to env_cascade_light .
===Explanation===
To make sense of it all, just make sure you have only one of each of these entities in your map, and that the Pitch and Yaw <angles> are set the same for all three of them. (Pitch is equivalent to the Sun's angle of elevation from the ground, and Yaw is its compass bearing.)
These lighting settings—direction, color, brightness, etc.—are fairly specific to the actual image used for the 2D skybox. The List of skies article suggests some settings for official game skyboxes. The entity defines which skybox to use. Also note that fog will look wrong if 's settings don't correspond to the particular skybox in use.
==See also==
*Skybox Basics
*
Category:Lighting
Skybox swapper

It is also available in and .
Precaches and replaces the current 2D skybox material with another. Functionally equivalent to sv_skyname, even using the command in its functionality.
== Keyvalues ==
== Inputs ==
== FGD Code ==
@PointClass base(Targetname) iconsprite("editor/skybox_swapper.vmt") = skybox_swapper : "An entity that precaches skybox materials and swaps them on trigger." 
[
	SkyboxName(string) : "Skybox Material Name" : ""
	input Trigger(void) : "Swap to this skybox."
]
Category:Mapbase entities
Category:Mapbase point entities
Category:Team Fortress 2 entities
Category:Team Fortress 2 point entities
Category:Half-Life 2: Deathmatch entities
Category:Half-Life 2: Deathmatch point entities
Sledge

was a free and open source level editor that supports the engine.
The original scope of Sledge was to offer advanced editing features from later versions of Hammer and other editors and make them available to all users, regardless of which engine they choose to use. 
Sledge uses the same file formats as Hammer does (RMF, MAP, VMF) and maps are compatible between both programs. The editing process is almost identical to Hammer, the hotkeys are the same, as well as many of the screen elements and dialogs. Switching to Sledge will not be difficult for users who are familiar with Hammer.
== Requirements == 
== Advantages ==
*Sledge included many editing features available in in the editing environment.
*It was built using modern frameworks and libraries and is tested on modern operating systems.
*It was constantly being enhanced and new features are always being added.
*It is open source, meaning the source code is available to everybody to modify or improve. 
**Even though it is no longer being actively developed, its source code is available
== Features == 
* Runs on modern operating systems and graphics cards
* Full support for editing
* Capable of Reading and writing RMF, MAP, VMF files, as well as its own SMF format.
* Complete compatibility with Hammer maps 
* Proper decimal precision for sub-grid geometry
* Support for larger maps
* Support for multiple visgroups per object
* Automatic visgrouping
* Displays models from unextracted PAK files
* Improved texture browser filtering and display options during its lifetime
=== Possibilities suggested during lifetime ===
When a map is compiled, certain features would be converted to compatible brushwork.
Some popular ideas included the following:
*Collaborative editing and multi-user support
*A plugin system with support for scripting
*Built-in support for version control systems like SVN or Git
*Displacement editing tools
*A complete 'Sledge SDK' containing other editing and creation tools based on the Sledge code base...and anything else you can think of!
* Model loading
* Cordon clipping during compile
* Support for prefabs/instances
* Automatic detection of game configurations
== Source Support ==
The current milestone was to fully support editing. Once the alpha test is complete, work to add support for Source would have likely begun. Full Source support was expected to be released in version 2, but official development was discontinued. So it's unlikely that it would be added in the future.
Many Source editing features will be available in Goldsource as well, such as displacements and instances.
== Media ==
Sledge Main Window.png|GUI
Sledge Texture application.png|Texture application
Texture Browser.png|Texture Browser
Create Brush Preview.png|Create a Brush
Model Rendering.png|Model Rendering
== External links ==
* Website at GitHub 
* GitHub Repository
* HammerTime (active development fork) at GitHub
Category:Third Party Tools
Category:Third Party GoldSrc Tools
Category:Non-Steam Applications
Slime Water

Slime water, toxic water, deadly acid, or deadly goo is an obstacle in Portal 2. Like grinders and bottomless pits, objects and players that drop into it are destroyed. The surface is brown, and foamy around the edges.
==Creation==
* Create a brush extending over the area where you want the slime. Apply a nodraw (tools/toolsnodraw) texture to all surfaces, then one of the nature/toxicslime textures to the top.
* Create another brush in the same location. Apply the trigger texture (tools/toolstrigger). Choose Tie to Entity and select trigger_hurt. Set Damage to 1000 and Damage Type to CHEMICAL (but not DROWN).
* The basin needs another brush at its base because you will fall through water, and also because water doesn't seal leaks.
* One way to destroy objects: place a trigger_multiple in the water, with the flag Physics Objects, and these outputs:
::
	My Output > 	Target Entity	Target Input 	Parameter	Delay	Only Once
	OnStartTouch	!activator 	SilentDissolve	  	0.00 	No
	OnStartTouch	!activator 	Kill 	  	0.10 	No
The SilentDissolve input destroys cubes and fires their OnDissolved output correctly, so they can respawn. The Kill output removes other entities that ignore SilentDissolve. It is delayed to ensure SilentDissolve executes first.
Although you cannot see it in-game, the slime will probably have ugly edges where the texture tiles. To fix this, you need to stretch the slime texture to the size of your pit. However, for whatever reason, pressing "Fit" on the Hammer Face Edit Dialog with the slime texture will not align it properly. To properly align/stretch the texture of the slime:
# Find a texture that is 256×256.
# Open the face edit dialog on the slime.
# Apply the 256×256 texture to the face.
# Press "Fit."
# Switch texture back to slime.
To finish it off, you can put a particle effect over the slime. You can use water_mist_256, water_mist_512, or water_mist_1024_512. (See List of Portal 2 Particles.)
If, when you run the level in Portal 2, the Deadly Goo appears glitchy, try compiling the map with "vvis" set to 'Normal' or 'Fast'.
See sp_a2_trust_fling.vmf (included with the Portal 2 Authoring Tools) for an example map using Deadly Goo.
Category:Portal 2 Level Design
Category:Portal 2 Tutorials
Slums

== Overview ==
Gordon Freeman appears in a building of which
he must find a way out. On the way he encounters various opponents,
such as groups of Combine and zombies.
== Features ==
* Animated background menu
* HDR support
* Autosaves
== Media (Screenshots) ==
Image:slums_1_forshots0011.jpg|Urban slums
Image:slums.jpg|Indoor areas
Image:slums_2.jpg|Manhacks attack
== Team ==
Developer: Masalcev Dmitry (Diolator)
E-mail: 
== External links ==
* 
Category:Single Player Mods
Slums Part 2

== Overview ==
The work under a new part of mod is begun. For now i try to concentrate on the difference of game areas. In new maps maybe you can see a city streets, metrostation and other. I`ll hope to finish process of developing at December 2007.
== Features ==
* Animated background menu
* HDR support
* Autosaves
== Media (Screenshots) ==
Image:slums2_city_02.jpg|City Streets
== Team ==
Mod Leader: Masalcev Dmitry (Diolator)
Assistant: Curko Mihail (Jack)
E-mail: Diolator@rambler.ru
== External links ==
* 
Category:Single Player Mods
Smartprop Filters

== CSmartPropFilter_Probability ==
Causes the parent element to only be evaluated with a specified random probability.
0.0 to 1.0 value indicating the probability of this element being evaluated. Where a value of 0 means the element will never be evaluated and 1.0 means it will always be evaluated
;m_flProbability
: Probability for the filter to pass
== CSmartPropFilter_SurfaceAngle ==
Allows the parent element to be conditionally evaluated base on the current surface angle. The surface angle is set based on the initial placement of the smart prop object, but can also be updated by the Trace to Surface modifier.
; m_flSurfaceSlopeMin
: Minimum slope on which the target will be placed. Slope is a [ 0, 180 ] value of the surface normal rotation from up such that 0 is a horizontal surface (floor), 90 is a vertical surface (wall), 180 is horizontal upside down surface (ceiling).
; m_flSurfaceSlopeMax
: Maximum slope on which the target will be placed.
== CSmartPropFilter_VariableValue == 
Compares the current value of a variable to the specified value. If the comparison is false the element evaluation is stopped.
== CSmartPropFilter_Expression ==
Evaluates the specified expression, if the result of the expression is false evaluation of the element is stopped.
== CSmartPropFilter_SurfaceProperties ==
Allows the parent element to be conditionally evaluated based on surface properties.
; m_AllowedSurfaceProperties
: List of surface properties on which this element is valid. If empty element is not restricted to any specific surfaces.
; m_DisallowedSurfaceProperties
: List of surface properties on which this element is not valid. If empty element is not restricted to any specific surfaces.