nyuuzyou/wikis huggingface dataset:
Refract

It distorts objects behind it. It is similar to Water, but does not have real-time reflections and so is not restricted to flat surfaces. Can be used to create distorting glass windows, ice, etc. 
The refraction effect is achieved by first rendering the view without the refracting surface, and then using the normal map to distort the image by replacing pixel coordinates with new ones from the pre-rendered view by projecting along the normals.
Keep in mind that refraction is expensive to render when sorted. Multiple layers of refraction can cause immense overdraw. Avoid having large amounts of particle sheets, or multiple surfaces with refract that render above each other.
== Syntax ==
 Refract
 {
 	$normalmap ...
 	$dudvmap ...
 	$refracttint "[1 1 1]"
 	$refractamount .2
 }
== Caveats ==
* Currently it is not possible to define an overall alpha mask to indicate where to fall-off refract. This however only applies to the brush based and model geometry, and not particles. To get alpha on brush or model based geometry you can create a normal map with an alpha channel, and define that as the first $normalmap. Using another normal of your choice you can then define a normal map for $normalmap2. $normalmap2 will inherit the alpha of the first normalmap, and will act accordingly. This is extremely useful for faking effects like scrolling water of a surface. Where the first normal map can provide the alpha, and the second normal map can move along that alpha.
* If Refract is used on a part of a model, you must specify $mostlyopaque parameter to the qc of the model and $nowritez "1" & $model "1"to refract vmt.
* This shader doesn't work properly with water dynamic reflections and sky_camera. Only for brushes, if a brush is world geometry or func_detail. This bug doesn't happen with ther secondary cameras (func_reflective_glass, func_monitor and portals).
== See also ==
* Water
* Article about similar shaders
Category:Shaders
Refresh SDK Content

For some configuration problems, it is necessary to re-copy the original files from the Source SDK Steam cache.
To refresh the Source SDK files:
# Open the Source SDK in Steam (hidden by default, enable tools in the library filters)
# In the Utilities section, choose Refresh SDK Content.
# After reading the warning, press Continue and wait for the SDK window to finish copying files.
The Source SDK files should now be refreshed and updated.
== See also ==
* Reset the Source SDK Game Configuration
Category:Source SDK FAQ
Reinstall the Source SDK installation

If all else fails, it may be necessary to re-install the SDK tools. It is advisable that you make a copy of your entire "..\SteamApps\username\sourcesdk" directory before following this procedure. After you've reinstalled the SDK, you have a backup in case there is some content in your sourcesdk directory that you may wish to restore.
# Shutdown Steam by choosing Exit from the Steam task bar icon menu.
# Delete the "<Steam Install Directory>\SteamApps\username\sourcesdk" directory, where the SDK resides.
# Delete the sourcesdk.gcf file from the "SteamApps" directory.
# Restart Steam and launch the SDK application.
Steam will automatically re-install all the necessary files.
Category:Source_SDK_FAQ
Reissues

__NOEDITSECTION__
==Introduction==
 "Reissues" is a community compilation of 30 single player Half-Life 1 levels authored by a mix of various designers. Each one has created their own unique, self-contained chapter: you'll spelunk into ancient Egyptian tombs, scale mile-high cliff sides, and fight your way through several clever re-imaginings of Black Mesa - among other exciting setpieces!
Why did we bother squeezing this last bit of mileage out of a decade-old game engine? Because Half-Life 1 offers a unique feel and aesthetic that makes it a timeless classic; because great gun fights remain great fun fights, even without shiny next-gen graphics; because we love what we do, and we hope you'll love it too. 
==Download==
* Download Reissues (WON version) - for the original WON version of Half-Life 1 that doesn't use Steam.
* Download Reissues (Steam version) - for the Steam-compatible version. Does not work with Half-Life: Source; requires a copy of the original Half-Life!
==See also==
* Reissues website
* Half-Life High Definition Content - a recommended download for those using modern machines.
==Screenshots==
Category:Single Player Mods
Releasing A Portal 2 Map

Now that you have made your brilliant map you need a way to get this out to the public. If your map happens to have custom content such as sounds, scripts and materials the best way to release it is putting it inside a VPK. This collects all of your content into a single file and makes it easy to distribute.
== Creating the VPK == 
# Create a folder and label it with your addon name.
# This folder should now mimic the structure of the 'Portal 2\portal2\' folder.
# Start with adding a folder called maps and add in your compiled .BSP.
# If you have any scripts be sure it lies in the same relative folder inside scripts\vscripts.
# The same applies for sounds and materials.
# Inside 'Portal 2\bin\' there is an executable called 'vpk.exe'. Drag your folder you created in step 1 onto this executable.
# You will now have a .VPK file in the same folder with the same name.
== Installing the VPK ==
# Create a folder in 'Portal 2\portal2\' called addons.
# Place your .VPK file inside the addons folder.
# If Portal 2 was running during step 2, type the following in the console: update_addon_paths. Otherwise, skip to the next step.
# To load a single player map, type in the console: map mymap and replace mymap with the name of your map.
# To load a Co-op map, start a Co-op game with your friend, once you enter the hub type in console: changelevel mymap replace mymap with the name of your map.
==Useful Websites==
You can upload your map in many websites. Here are some of them:
*http://www.thinking.withportals.com 
*http://www.map-factory.org (Down)
*http://www.portal2maps.net (Broken)
*http://www.moddb.com/games/portal-2
*http://steamcommunity.com/app/620/workshop/ 
You can also Upload them to file-sharing websites like Rapidshare or Mediafire.
== See also ==
* L4D2 Campaign Add-on Tutorial
== External links ==
* How to make custom VPK
* Installing and playing custom maps / campaigns
Category:Portal 2 Level Design
Releasing a Map

After going through a map's pre-publication evaluation, you can publish your map in many ways:
* When your map is all done, You can upload it at some useful websites, so that other people can download and play it. 
* A list of file hosting websites is available here.
* On the other hand, if you do have a server of your own that you could store your BSP file on, you could use the sv_downloadurl commands.For example, if you create a sub-domain on your website mymaps.example.com, then set the following command on your server: sv_downloadurl mymaps.example.comThis would tell clients connecting to your server to directly download the BSP file from that url, instead of directly downloading from the server.
* If you don't have a website and you want to let people download your map from your server, you will need to use the net_maxfilesize 95 command. It will allow clients connecting to your server to download large maps from your server. The max download file size is set to 95 because custom maps are HUGE!
* You may wish to contact news sites to publicize your map's release.
* If you've created the map for a game with Bonus Maps UI, then you may wish to package it into a BMZ for easy import.
==See also==
* How To Take Screenshots
category:Level Design
Category:Publicity & Publication
Removing Game Configurations

If you have created a MOD from the "Create a Mod" wizard, and would like to remove it from your game configurations menu:
# Load the Hammer Editor from the Source SDK Launcher.
# Choose Options from the Tools menu.
# Switch to the Game Configurations tab.
# Click the Edit button next to the Configuration: drop down list.
# For each configuration you wish to remove, select the configuration, then click the Remove button.
# Press OK to confirm your choices, and OK in the Options dialog.
# To remove the configurations from the Source SDK Launcher, select Reset Game Configurations under the Utilities tab.
Category:Source SDK FAQ
Removing fall damage

Removing fall damage is a simple process in sp 2013, I have yet to try it in other versions, yet the principle should work across all versions.
= Editing The Code =
==SinglePlayer 2013 ==
1. Find Hl2_player.cpp in the server project in the Server(game)/Source FIles\HL2 DLL\Hl2_player.cpp or in the local file path of src/game/server/hl2/Hl2_player.cpp 
2. Find this if statement in the file (I found it at 2294-2303)
// ignore fall damage if instructed to do so by input 
if ( ( info.GetDamageType() & DMG_FALL ) && m_flTimeIgnoreFallDamage > gpGlobals->curtime ) 
{ 
	// usually, we will reset the input flag after the first impact.
 //However there is another input that 
	// prevents this behavior. 
	if ( m_bIgnoreFallDamageResetAfterImpact ) 
	{ 
		m_flTimeIgnoreFallDamage = 0; 
	} 
	return 0; 
} 
3. Remove or comment the code to look like this.
// Always Ignore Fall Damage
if ( info.GetDamageType() & DMG_FALL )
{
	return 0;
}
Explaination
Before, it was only removing fall damage if the console variable was preventing it from doing it. Now, it will always deal no fall damage as it is always returning 0.
Category:Programming
Category:Free source code
Render effects

Choices available for Render FX keyvalue
:*0: None
:*1: Slow Pulse (varies alpha by ±16 over a period of 1.5 s)
:*2: Fast Pulse (varies alpha by ±16 over a period of 0.4 s)
:*3: Slow Wide Pulse (varies alpha by ±64 over a period of 1.5 s)
:*4: Fast Wide Pulse (varies alpha by ±64 over a period of 0.4 s)
::
:*9: Slow Strobe (transparent 0.8 s, visible 0.8 s, repeat)
:*10: Fast Strobe (transparent 0.2 s, visible 0.2 s, repeat)
:*11: Faster Strobe (transparent 0.09 s, visible 0.09 s, repeat)
:*12: Slow Flicker (transparent 0.18 s, visible 1.5 s, repeat)
:*13: Fast Flicker (transparent 0.14 s, visible 0.2 s, repeat)
:*14: Constant Glow (sprites don't dissipate at distance) 
:*18: Glow Shell (purpose unclear) 
:*19: Clamp Minimum Scale ("keep this sprite from getting very small (SPRITES only!)") 
== See Also ==
* Render Modes
* CBaseAnimating
Render modes

These are all the rendering modes present in .
== Description ==
In Source Render Mode keyvalue controls how an entity's appearance is drawn. Example of use is rendering a sprite properly and applying draw effects onto models.
There are 4 Render Modes that render transparency correctly: Glow, Additive, and their alternatives Additive Fractional Frame and World Space Glow. The Additive modes are rendered so that the sprite will cut through any surrounding geometry, while the two Glow modes are designed to be used for glowing sprites. Of the two Glow modes, Glow has a fixed size on screen, while World Space Glow has a fixed size in the world.
== Normal (0) ==
The default Render Mode.
Transparency keyvalues/inputs will have no effect on entities rendered with this mode.
== Color (1) ==
Behaves like the Normal Render Mode, but allows transparency.
== Texture (2) ==
Same as color. Leftover from GoldSrc, where it would render as fullbright.
== Glow (3) ==
Intended for glowing sprites. Allows transparency, and forces the sprite or model to be rendered unlit.
The size of a sprite rendered with Glow is consistent with the screen size (unlike the alternative World Space Glow), making it appear larger at a distance, in comparison to the world.
The GlowProxySize keyvalue affects this Render Mode on sprites.
== Solid (4) ==
Enables Alphatesting. Legacy port from Goldsource. Obsolete in Source due to Alphatesting being handled in materials. Does not allow translucency.
== Additive (5) ==
Add the material's color values to the existing image, instead of performing a multiplication. Sprites will appear through world geometry and the sprite/model will always brighten the world. Allows transparency. Good for big sprites because it wont disappear near the edge of the screen.
== Environmental (6) ==
Causes the material to be not be drawn at all, similarly to Don't Render.
== Additive Fractional Frame (7) ==
Functions like Additive, but also blends between animation frames. Requires the material to have a functioning animating texture. Allows transparency.
== Alpha Add (8) ==
Functions similarly to Additive, except that the alpha channel controls the opacity of the sprite.
An example of use is for dark sprites, with an example material being sprites/strider_blackball.vmt.
== World Space Glow (9) ==
Functions similarly to Glow, with the exception that the size of the sprite is relative to the world rather than the screen.
The GlowProxySize keyvalue affects this Render Mode on sprites.
== Don't Render (10) ==
Also referred to as None.
The entity is still being drawn and networked albeit invisible, therefore not making this Render Mode ideal for performance reasons.
To completely avoid drawing and networking an entity, see EF_NODRAW.
Category:Source
Render modes (GoldSrc)

== 0 - Normal ==
Brushes are lightmapped and opaque, regardless of if they have textures. and are unused outside of scrolling textures.
== 1 - Color ==
Allows sprites to be tinted with . Same as texture on brushes and MDLs.
== 2 - Texture ==
Enables translucency via , and alpha-tests textures on brushes. Causes brushes to be fullbright.
== 3 - Glow ==
Only valid on sprites. Like additive, but renders the sprite at the same size regardless of distance from the camera.
== 4 - Solid ==
Same as Normal, but alpha-tests textures on brushes. 0 is treated as invisible, but all other values are full opacity for non-alphatested texels.
== 4 - Additive ==
Renders the sprite, brush, or MDL using additive translucency (). can be used to reduce opacity.
Rendering and studio model related KIO

Genric keyvalues, inputs and outputs related to rendering like rendercolor, rendermode etc. and studio model related like body, solid are summarized on this page. Anything more specific that needs to be noted will be on the given entity page as needed.
== See Also ==
* CBaseAnimating
* Brush_entity/Rendering_related_keyvalues_and_inputs
* Generic Keyvalues, Inputs and Outputs
Reperio Studios

Reperio Studios is an independent video game development studio based in Europe. It was founded in July 2016 by Johan "JonnyBoy0719" Ehrendahl, Bernt Andreas "Pretador" Eide, and Jamie "jamieb452" Batchelor. The studio is focused on creating fun and enjoyable gameplay experiences for its games, with a strong emphasis on providing full mod support.
== Projects ==
The studio's current project is "BrainBread 2," a sequel to the original "BrainBread" game. "BrainBread 2" is being developed with the goal of providing players with a fun and engaging gameplay experience, and will feature full mod support.
== See also ==
* :Category:Reperio Studios
== External links ==
* Reperio Studios
* Github
* Facebook
* Twitter
* ModDB
Category:Developer Corporations Category:Studios
Replacing the Crowbar with the Stunstick

Switching the crowbar to use the stunbaton is as simple as opening your scripts/weapon_crowbar.txt. Inside, find these 2 lines:
	"viewmodel"	"models/weapons/v_crowbar.mdl"
	"playermodel"	"models/weapons/w_crowbar.mdl"
And change to:
	"viewmodel"	"models/weapons/v_stunbaton.mdl"
	"playermodel"	"models/weapons/w_stunbaton.mdl"
Category:Tutorials
Research and Development

Research and Development is a puzzle-centric mod for Half-Life 2: Episode Two, featuring an unarmed player but plenty of violent mayhem. It was created by Matt Bortolino and released on July 15, 2009.
File:R+D_screen2.jpg
File:R+D_screen1.jpg
File:R+D_screen3.jpg
File:R+D_screen4.jpg
File:R+D_screen5.jpg
File:R+D_screen6.jpg
== External links ==
*
Reset the Source SDK Game Configuration

If you're experiencing problems with the Hammer game configuration or the SDK Launcher game configuration not behaving correctly, you can follow this procedure to reset the game configurations to the default state.
If you have not created a custom Mod through the "Create A Mod" wizard:
# Shut down any Source SDK Tools, such as Hammer or FacePoser.
# Open the Source SDK application from the Steam Window, under the Tools section.
# Choose Reset Game Configurations from the Source SDK window.
# Click Reset to reset your game configurations to the defaults.
If you have created a Mod through the "Create A Mod" wizard, see the following page on Resetting a Custom Mod Game Configuration.
== Still having problems? ==
If after resetting the Game Configuration the tools still do not run correctly, this usually means that the SDK tools cannot find the Gameinfo.txt for the game or mod you want to work with. To fix this error with a Valve Software game (e.g. Half-Life 2, Counter-Strike: Source, etc.), simply run the game then restart the Source SDK. If it is a third-party or custom modification, you will need to manually create a configuration specific for that Mod. Read GameInfo.txt File Structure and Hammer Manual Configuration for more information.
If you are still having issues then you might want to get additional help.
Category:Source SDK FAQ
Resetting Hammer preferences

In rare cases, such as missing Hammer tools located off-screen after a resolution switch, you'll need to restore the Hammer options settings to the defaults. This is done by using RegEdit or Reg to delete the Hammer settings from the Windows Registry.
To use Reg to reset Hammer preferences:
# Press Win+R, enter this command then:
# reg delete HKCU\Software\Valve\Hammer /f
# Press Enter. The Hammer preferences should be reset.
To use RegEdit to reset Hammer preferences:
# Close the Hammer editor if it's currently running.
# From the Start Menu, choose Run... .
# Type regedit and click OK.
# Scroll to the top of the tree list on the left.
# Expand the tree to HKEY_CURRENT_USER\Software\Valve\Hammer.
# Back up the current Hammer settings by right-clicking the Hammer folder icon and click Export.
# Type a filename (eg. hammer_settings.reg) and save it to your desktop.
# Right-click the Hammer folder icon and select Delete.
# Click Yes to confirm the deletion.
# Close Regedit and launch Hammer and the settings will be reset.
Category:Level Design FAQ
Resetting a Custom Mod Game Configuration

If you wish to reset your game configuration, but you've created your own Mod using the "Create a Mod" wizard, follow these steps to merge your custom configuration with the default configurations.
The Source SDK game configurations are in the GameConfig.txt file. To retain custom Mod configurations while resetting all of the other settings to the default settings, follow these instructions.
== Resetting Your Game Configuration ==
# Open the SDK Steam Launcher to make sure you have the latest updates.
# Open the following directory in an explorer window depending on what version of Source you are modding: for OrangeBox: <Steam Install Directory>\SteamApps\<username>\sourcesdk\bin\orangebox\bin" for Episode 1: <Steam Install Directory>\SteamApps\<username>\sourcesdk\bin\ep1\bin" 
# Make a copy of the file "GameConfig.txt" and rename it to "GameConfig_old.txt."
# Choose "Reset Game Configurations" from the SDK Launcher.
# Open GameConfig_old.txt in a text editor, such as notepad.
# Find the configuration block for your custom game in GameConfig_old.txt.
# Highlight the configuration block for your custom game. Make sure to select the proper { and } characters for the selected configuration block.
# choose Copy from the Edit Menu.
# Open GameConfig.txt.
# Place your cursor after one of the default configuration blocks and choose Paste from the Edit Menu. 
# Save the file.
# Click on Current Game in the SDK Launcher to make sure your Mod configuration appears.
# Repeat steps 5 through 12 for each custom configuration you may have, if any.
If your configuration doesn't appear in the Current Game list, you probably pasted the configuration block into an invalid location in GameConfig.txt. Re-open GameConfig.txt and check to make sure your configuration is properly placed within the { and } characters. Look at the default configurations as a guide to where to properly place the configuration block.
== Still Having Problems? ==
It is possible that "GameExe" and "GameExeDir" have invalid values in GameConfig.txt.
Check also that a proper "SteamAppId" is selected in you mod's GameInfo.txt.
Category:Source SDK FAQ
Resgen

RESGen is a cmd tool to create .res files for maps. 
== Overview ==
If a Half-Life map has a corresponding res file, Half-Life is able to send all resources the resources the map uses to the clients, if they don't have them.
This helps a great deal when running a server with custom maps, instead of the defaults. Most players do not have these custom maps and the resources that should go with them. 
The res file enables them to download the map via Half-Life and start playing right away. The problem with res files, however, is that it can take hours to create one if the resources used by a map are not known. 
RESGen can shorten this time to mere seconds. It reads the maps BSP file and searches it for used resources. The results of this search are then used to create the .res file.
== Screenshots ==
Resgen-gui.png
== External links ==
* GameBanana
* ModDB
Resguy

Resguy is a CMDline tool to create .res files for maps by w00tguy. 
== Overview ==
A modern resfile generation tool similar to the old Resgen and FLRGen, but can gather the custom content from Sven Co-op maps and their dependencies.
Files Resguy obtains:
== Screenshots ==
Resguy1.png
== External links ==
* GitHub Repository