nyuuzyou/wikis huggingface dataset:
New Features

Category:Level Design
There are a number of new features and capabilities of the Source engine which the Half-Life 1 mapper may wish to take advantage of. This is not intended as a complete list of all new features, but should be enough to get you interested in exploring some of the new capabilities of the Source engine.
For more reading on other aspects of map conversion, see Source Mapping for Half-Life 1 Mappers.
==Fire and Smoke==
There are two new entities which are excellent for creating fire and smoke effects. They are env_fire and env_smokestack. They should be pretty self explanatory to use and create. If you aren't sure of what values to set, just use the default values you get when creating a new instance of these entities in Hammer.
==Steam and Fog==
To give your map fog, place an env_fog_controller entity in the map. Setting it's keyvalues control how "thick" the fog is in your map.
To create a steam jet (like you'd have in a broken pipe), create an env_steam entity. Point it the direction you want the steam jet to go, and trigger it to create a blast of steam.
==Rain and Snow==
To create rain or snow, place a func_precipitation brush entity covering the area where you want to have precipitation. Set it's attributes to the density and type of precipitation you want.
==Ropes and Wires==
To create hanging wires and ropes in your map (such as power lines), place a move_rope entity at both ends of where the line should be. Give one of them a name, and set the Next Keyframe value in the other to this name. You should see a line representing the wire/rope in Hammer's 3d view.
Also see Cables and Ropes.
==Dust and Splashes==
To create a floating dust mote effect, make a func_dustmotes brush entity. The space in the entity will be filled with small floating dust motes. Very effective where you are simulating sunlight shining in a window for example.
To make a splash happen in water, place a env_splash point entity over the water surface where you want the splash to happen. When triggered, the entity creates a "splash" effect on the water's surface.
==Physics Objects==
If you want to make a brush based object be a "physics" object, make it a func_physbox.
Also see Physics Entity Overview and Prop Types Overview.
Newbspguy

is a fork supported by UnrealKaraulov.
==About==
newbspguy is a tool that allows the viewing and editing and maps without decompiling.
Can export and import, WAD, LIT, and + files (for rerunning HLRAD), BSP models (prefabs), and more.
Possible to edit simple geometry and light maps, and allow for export/import .bsp files (Similar to prefabs in )
=== File Support ===
Also supports converting between these formats!
 Supports: 
* BSP29 ()
* BSP30 ( / )
* BSP30EX ()
* 2BSP 
* BSP2
==System requirements==
==Setup==
#Download 
#Extract
#Run bspguy with command line args "editor" (Or start empty window with GUI)
#Click File->Settings
#Enter the game directory in the General tab 
#Enter the relative or full path to fgd files in FGDs tab
#Enter mod directories in the Asset Paths tab
#Click File->Open
#Select bsp map file
==Features==
This fork has all the features of the original BSPGuy, but some many have been improved or changed.
====Newbspguy Features====
:*Texture Rotation
:*Face Editor Update (Better texture support, verts manual editor, delete from map/pvs, etc)
:*Export map to .obj including all textures, separates by groups, with true polygons and normals
:*Export wad, ent, bsp (Selected model with working collision, can be used in any entity instead of MDL models)
:*Import wad, ent, bsp
:*Render bsp and mdl models, also spr sprites
:*Full support for the "angle" and "angles" keyvalue
:*Renders ents and models using these key values
:*Full-featured LightMap Editor
:*Sorting by fgd flags
:*Added "undo/redo" for any manipulation (Move ents/origin, etc) 
:*Added move model (As an option for transforming)
:*Added CRC-Spoofing (Now possible to replace the original map and play it on any servers)
:*Updated controls logic (Now can't use hotkeys and manipulation, if any input/window is active)
:*WAD Unpacker/Packer
:*Merge widget to merge () maps
:*Full-featured PVS Editor
:*Import MDL to BSP (Without collision)
:*Export map to smd
:*Protect map against decompilation 
:*Export .bsp in .map format using face-to-brush two strategies
:*Map rotation CCW/CW by 90
:*Map mirroring (flip x/y)
:*Support for fgd files
====Todo====
:*Assets browser (textures, etc)
:*Prefabs library
:*Decals drawing
==Bugs==
:*Please report all and any bugs you may find to the GitHub repository. Always test on the latest debug builds.
''
==External links==
* GitHub Repository
* Editing Compiled BSPs with NewBSPguy tutorial
Category:Third Party Tools
Category:Half-Life
Newgame spawn

A prefab located in the Prefabs HL2 folder, containing a player spawn that will simulate the player starting out with enough firepower to take on any reasonable challenge in a map. It is designed for testing out Half-Life 2 (single player) maps.
This prefab contains the following:
* An info_player_start entity that will spawn the player.
* A logic_auto entity that will trigger the spawning of equipment.
* Three point_template entities that will spawn the equipment inside the player spawn.
* An item_suit template to be spawned.
* Several weapon entities and item_dynamic_resupply entities that will be the templates to spawn. (The item_dynamic_resupply entities will ensure the level of health, health, batteries and ammo.)
This is how they work:
On the start of a new game, the logic_auto will trigger three point_templates to spawn the following at their position (that will make the spawning player automatically receive them):
* A HEV suit.
* Enough medpacks to ensure full health.
* Enough batteries to ensure 50% armour.
* All handheld weapons available in single player (crowbar, pistol, .357 magnum revolver, Overwatch assault rifle, bugbait, crossbow, physgun (weapon_physcannon), RPG launcher, shotgun, and submachine gun).
* Enough ammo to provide full ammo for the pistol, submachine gun (including max grenades), Overwatch assault rifle, and the RPG launcher.
* Enough ammo to provide 50% ammo for the shotgun, .357 magnum revolver, crossbow, and fragmentation grenades.
Category:Prefabs
Newgame spawn citadel

A prefab located in the Prefabs HL2 folder, containing a player spawn that will simulate the player starting out with the blue super gravity gun, like in the Combine Citadel. It is designed for testing out Half-Life 2 (single player) maps.
This prefab contains the following:
* An info_player_start entity that will spawn the player.
* A logic_auto entity that will trigger the spawning of equipment and the upgrading of the gravity gun.
* Two point_template entities - one that will spawn the suit and the gravity gun, and one that will spawn the item_dynamic_resupply entities (containing health, batteries and ammo).
* An item_suit, a weapon_physcannon and several item_dynamic_resupply entities that will be the templates to spawn. (The item_dynamic_resupply entities will ensure the level of health, health, batteries and ammo.)
* An env_global set to enable the Super phys gun in enabled global state, upgrading the physgun.
On the start of a new game, the logic_auto will trigger the two point_templates to spawn the following at their position (that will make the spawning player automatically receive them):
* A HEV suit.
* Enough medpacks to ensure full health.
* Enough batteries to ensure 50% armour.
* The gravity gun.
* Enough ammo to provide full ammo for the pistol, submachine gun (including max grenades), Overwatch assault rifle, and the RPG launcher.
* Enough ammo to provide 50% ammo for the shotgun, .357 magnum revolver, crossbow, and fragmentation grenades.
The logic_auto will also trigger the env_global entity to upgrade the gravity gun to the Super gravity gun.
Category:Prefabs
Newlights gbuffersettings

This entity controls some of the Gbuffer Settings via Hammer.
== Keyvalues ==
== See also ==
* - point deferred light entity.
* - directional sun light with godrays only.
* - spawner of deferred point lights.
* - cinematic dynamic lens flare.
* - spot deferred light entity.
* - entity that changes deferred light settings.
* - entity that changes godrays settings.
* - deferred cascade sun light entity.
* New Lights Editor - in game deferred lights editor.
* Effect flags - effects flags, some of them are dynamic light effects.
* BlackMesa XenEngine: Part 4 – Lighting & Shadows - page from Chetan (lead programmer for Black Mesa) about new lights.
* BlackMesa XenEngine: Part2 – How a Frame is Rendered - page from Chetan (lead programmer for Black Mesa) about how a frame is rendered.
* BlackMesa XenEngine: Part1 – Heavily Modified Source Engine page from Chetan (lead programmer for Black Mesa) about .
News Site List

Below is a list of news sites which are frequented by the community.
===News Sites===
* NeutralCreeps.com - Dedicated Dota 2 news source. Notice: The last post was on May 23, 2022 as of May 6, 2023
* Steamfriends - A Steam Driven Community Site. Notice: the site hasn't updated since November 2018 
* Rock, Paper, Shotgun - PC gaming and mod reviews
* HL2 Section @ GameFront - Contains Mods for Half-Life 2
* HLFallout.net - Up-to-the-minute coverage of modifications and Valve/Steam. Contains other features as well, such as interviews and walkthroughs.
* ModDB - Database with downloads for mods of all engines. Modteams manage their profiles themself.
* CS-Mapping - Russian mapping community.
===See also===
* International Sites
Category:Publicity & PublicationCategory:External Sites
Newxog settings

This entity allows dynamically change some parameters for and entities.
== Keyvalues ==
:
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== Inputs ==
== See also ==
* Xog Editor - the console-based xog editor.
* - global xog, similar to .
* - xog volume brush entity with ellipsoid and box shapes support.
* 
* 
* Fog tutorial
* Fog Basics
* Dust, Fog, & Smoke
* Color Correction
* (entity)
* BlackMesa XenEngine: Part2 – How a Frame is Rendered (page from Black Mesa developer about how a frame rendered and xog.)
* BlackMesa XenEngine: Part1 – Heavily Modified Source Engine (page from Black Mesa developer about Black Mesa engine, better known as Xengine)
NightFall

'''
NightFall: Initiation has been shelved. It potentially will return at some point in the future.'''
You can grab the latest 'complete' build at http://nightfallmod.com/NightFall.rar (Around 600MB)
== Introduction ==
My name is John Dalton. I have been fighting in the biggest war mankind has ever seen. And that is all I know. 
They tell me that my parents are dead. They tell me that they found me in a graveyard, disfigured, mutlilated, and clinging to life. I should have been dead, they say. 
I would have been better off dead. But they brought me here. They kept me alive. And this is why I fight. 
I can't remember ever holding a gun in my life. But from the moment they handed me one, it felt right. I knew that this is what I was meant to do. I was a born killer - and killing is what I did best. 
For months on end, we fought them. We single handedly held off the uprising, and I spearheaded every attack, almost superhumanly avoiding injury. 
But now, something is wrong. Even in the most unlikely of hiding places, the Combine are finding us. Our numbers are slowly decimating. And... things have been disturbing me. Dreams. Nightmares, in fact. Of places that I've never seen in my life, but seem so real that I could almost... reach out and touch something. 
Something is wrong.
With us.
With me.
== Planned features ==
NightFall is an episodic Half-Life 2 single player mod, planned to be 11 maps long with 5 hours of action-packed gameplay, boasting new weapons, new characters, highly detailed maps and a detailed, twisting storyline that remains true to the world of Half-Life.
The first episode is called Initiation.
== Screenshots ==
Image:NFEp1_RebelCompounds2.jpg|Nightfall screenshot - click to enlarge
Image:NFEp1_RebelCompounds1.jpg|Nightfall screenshot - click to enlarge
Image:NFEp1_Asylum_1.jpg|Nightfall screenshot - click to enlarge
Image:NFEp1_Subway1.jpg|Nightfall screenshot - click to enlarge
== External links ==
* Official Site (dead) archived version
* Official Forums (dead) archived version
*
Night Of A Million Zombies

== Overview ==
 Night Of A Million Zombies (NOAMZ) is a 3-map pack by Mister Dan. Its gameplay consists of the player starting in an abandoned area armed only with a crowbar (and, in Tunnels, a pistol). Although you start more or less empty-handed, almost all of the game's weapons can be found in the maps.
The more powerful the weapon is, the harder it is to find, with the Gravity Gun being the 'holy grail'. Most types of ammunition respawn at various places around the map, and there are also a significant number of physics objects to use as weapons (with the gravity gun), however, these do not respawn. You start with 100% health, but no suit power and there are no batteries or health kits to be found anywhere, so avoiding any damage whatsoever is extremely important.
At the start, it is deserted, with no enemies, but zombies soon start to flow into the map from various inaccessible streets and alleys. The zombie's numbers, as the name suggests, are more or less infinite. A kill counter was introduced in version 1.1 of the first map and appears in the others as well. You get one point for each kill, even if it died by setting itself on fire by walking through environmental fire effects.
Mister Dan also created a second version of NOAMZ Original designed for cooperative play in Garry's Mod. It has a number of gameplay differences, including fast and poison zombies along with normal zombies, and the inclusion of a lot more ammunition.
The maps are available individually:
* Original)
* Water Front
* Tunnels (Link broken.)
* Garry's Mod re-upload
== External links ==
* NOAMZ Forums
* Authors website, the mod pages no longer being a part of it.
Category:Single Player Mods
Nightmare House 2

== Setting ==
The game takes place with an individual who was driving alone at night through the woods. An accident causes him to crash nearby an enormous mansion. While attempting to find help from the resulting crash, he finds out that the house is plagued with the spirit of a vengeful young woman as well as undead creatures who wish to kill the Patient.
While attempting to make an escape from the death trap, the ghostly woman stops him, and he falls to the ground, leaving him unconscious. Time passes, and he wakes up in a psychiatric ward of the Never Lose Hope Hospital. The door slowly opens up, and he finds himself in a similar nightmare with the same vengeful spirit and monsters seemingly occupying the hospital. A man named Dr. Romero soon contacts the Patient and offers to help him navigate the horrors of this place and get both out alive of the hellhole.
== Trivia ==
* It is interesting to note that in another Half-Life 2 mod named Underhell, an ad for Never Lose Hope Hospital is featured in it as an easter egg during the prologue. The mod also reveals that both Nightmare House 2 and Underhell prologue both took place on the exact same date, October 13, 2013. However, the latest release of Underhell (Chapter 1) changes the prologue date to September 2013.
* One of the SWAT Team members mentions that playing DOOM really paid off.
==External links==
* Official website
* ModDB page
Category:Mods
Category:Released Mods
Nihilanth

Nihilanth is the final Xen boss in and also the eighteenth chapter of the game.
Quotes from suggest that the Nihilanth was a Combine product. Judging by its appearance, it is a cybernetically and genetically enhanced Alien Controller that had been controlling the Vortigaunts for eons, much like Breen controlled the human race before Gordon Freeman managed to destroy the citadel of City 17.
==Quotes==
*"Thieves... you all are thieves... you all are..."
*"Alone... not you alone... not you alone..."
*"The last... I am the last..."
*"Deceive you... will deceive you..."
==Maps==
The following .bsp comprises this chapter.
*
Category:Regions & Atmospheres
Category:Half-Life Continuity
Category:Characters
Nl/Modification

een modificatie, meestal afgekort als mod, is een aanpassing of creatie van bestanden voor een spel die het mogelijk maken om het spel te spelen met een andere gameplay of andere texturen, modellen, geluiden enzovoorts.
== Modsoorten ==
*Third-party (of derde partij) zijn mods die niet zijn gemaakt door de makers van het originele spel. De meeste mods zijn van de derde partij, omdat mods van de eerste partij meestal expansions worden genoemd en vaak worden aangeboden als DLC.
*Total conversions (totale conversies, soms afgekort als TC) zijn mods die het originele spel zodanig aanpassen (met behulp van nieuwe modellen, animaties, levels, code etc) dat het originele spel er nauwelijks in herkent kan worden. Omdat dit soort mods meestal een zeer hoge vaardigheidsvereiste hebben en omdat ze complex en tijdrovend zijn om te maken, komen TCs weinig voor.
*Dead (of dode) modificaties zijn mods die (meestal door het verlies aan intresse of interne problemen) niet meer worden ontwikkeld en vaak niet zijn of worden uitgegeven.
== Installatie ==
Om mods handmatig te installeren volg je de volgende instructies:
# Kopiëer de map van de mod (met het bestand in de directe map eronder) naar je sourcemods\ map. (<Installation path>\Steam\SteamApps\sourcemods\, bijvoorbeeld C:\Program Files (x86)\Valve\Steam\SteamApps\sourcemods\.)
# Start (opnieuw) op. Als de mod speelbaar is verschijnt deze automatisch in je Bibliotheek (of Library).
== Gerelateerde links ==
* Een lijst van en .
* Help:Mod Profiles - Regels en richtlijnen voor het schrijven van nieuwe mod artikelen op de VDC.
* - Een pakket met levels (maps), iets anders dan een mod.
Nl/SDK Docs

·  · 
Je project maken, organiseren en releasen
 zijn de 3D werelden waar alles tezamen komt
De C++ code in een mod definieert de manier dat de wereld en spelregels zich gedragen
Scripting can be used for adding new functionality or logic to .
 zijn de gedetailleerde 3D objecten die voorkomen in de spel wereld
 en zijn gecombineerd in Source om materialen te creëren
Kwaliteit geeft een vierde dimensie aan je wereld
Effecten zoals rook, vonken, bloed en vuur zijn gecreëerd met 
AI controls the behavior of all but the simplest of actions.
Regisseer de performance van je digitale acteurs met 
Create movies inside the .
Stap voor stap gidsen over een variëteit van topics
Geavanceerde discussie over Source's features
Uitleg over terminologie die je kan tegenkomen
Official tools made by for their games.
Nuttige developer tools gemaakt door de community
The is the backbone of most levels in Source-based games/mods.
Category:Source Category:Entry pages
Nl/SteamPipe

SteamPipe is Steam's nieuwe content verspreidings systeem. Het veranderd de manier waarop games (inclusief dedicated servers) worden gedownload, geëpdate en opgeslagen. Meer informatie kan worden gevonden op de Steam Support pagina.
== Voordelen ==
=== Speler ===
De voordelen voor spelers zijn:
*Snellere en soepelere game downloads
*Games en levels laden sneller
*Makkelijke verspreiding, installatie en beheer van mods
*Soepelere dedicated server verspreiding en update procedures
=== Server administratoren ===
In plaats van het gebruik van een eigen overdrachtsprotocol maakt SteamPipe gebruik van het HTTP protocol. Op deze manier kunnen datacenters die meerdere servers hebben, met behulp van een caching HTTP proxy een keer een kopie van een server downloaden en deze vervolgens heel snel binnen het netwerk verspreiden.
=== Game ontwikkelaars ===
Game ontwikkelaars die SteamPipe gebruiken, kunnen zelf updates versturen. Het vorige systeem vereiste een tussenactie van Valve voordat een update werd verstuurd.
== Wijzigingen ==
* Downloads worden gedaan via HTTP en niet via een eigen protocol
* Data bestanden worden niet langer in s geplaatst maar gaan direct in het bestandssysteem
** Om vertragingen bij het lezen van veel kleine bestanden te voorkomen (wat is waarvoor GCFs werden gebruikt), slaan games die via SteamPipe werken de kleine bestanden op in archieven.
* Data die voor of tijdens de gameplay wordt aangemaakt wordt niet langer opgeslagen in een gebruiker specifieke map onder SteamApps maar wordt in plaats daarvan in de common submap geplaatst.
* Dedicated servers worden niet langer geupdate via (of steam op Linux) maar gebruikt de (een versimpelde versie van de Steam desktop client).
No Animation for Combine Models

If you have created a mod based on HL2:MP, you may have this issue. Combine players will appear to other players as a simple combine model with his arms out to his side, with no walking animation, nor any other type of animation. When they walk around, they simply appear to glide along the ground. You may need to disable client side model changing in your gameinfo.txt to prevent players from picking a non-working model.
== Fix ==
Open hl2mp_player.cpp
Find:
Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel models/Combine_Soldier.mdl\n" );
Replace with:
Q_snprintf( szReturnString, sizeof (szReturnString ), "cl_playermodel models/Police.mdl\n" ); //COMBINE MODEL FIX
----
Find:
szModelName = "models/Combine_Soldier.mdl";
Replace with:
szModelName = "models/Police.mdl"; //COMBINE MODEL FIX
----
Find:
pszCurrentModelName = "models/Combine_Soldier.mdl";
Replace with:
pszCurrentModelName = "models/Police.mdl"; //COMBINE MODEL FIX
----
Find (Second occurrence):
szModelName = "models/Combine_Soldier.mdl";
Replace with:
szModelName = "models/Police.mdl"; //COMBINE MODEL FIX
Category:Source_SDK_FAQ
No More Room in Hell Level Creation

This page contains articles relating specifically to Level Design for . Feel free to contribute.
__NOTOC__
== Gamemodes ==
* No More Room in Hell Objective Gamemode
* No More Room in Hell Survival Gamemode
* No More Room in Hell Custom Difficulty Modes
== Maphack ==
* Maphack Fundamentals
* NMRiH Maphack Manager
* No More Room in Hell Custom Challenge Modes
* NMRiH Official Challenges
== Tutorials ==
* Your first map tutorial
* Creating a survival map
* Creating an objective map
* Setting up zombie spawns
* Setting up item spawning
* Your First No More Room in Hell Maphack
* Adding barricade spots to your map
* Adding an extraction to your map
== Reference Information ==
* List of No More Room in Hell Entities
* List of No More Room in Hell Console Commands
== Navigation Meshes ==
* Navigation Meshes
* Navigation Mesh Commands
== Workshop ==
* Uploading and Updating Workshop Items
Category:Level Design
No vtf

is an open source alternative to . Unlike its first-party counterpart, it also supports converting VTFs to PNG, TIFF, and EXR, and can also decompress compressed HDR skybox textures.
== Help text ==
 Help from no_vtf run without an input file:
== See also ==
* 
* 
* 
== External links ==
* Download
Category:Material SystemCategory:Third Party Tools
Noclip

, also known as fly and ghost, is a cheat that disables the effect of gravity and makes the player nonsolid (although still vulnerable to death). This allows the player to glide freely through the world.
== Server variables ==
* - ?
* - The maximum speed the player can move during . Default 5.
* - The speed at which the player accelerates to . Default 5.
* - If spectating players are allowed to around to anywhere in a map.
* - If set, player can while the game is paused. Bugged in some games.
Node

Category:AI
Node entities are a type of point-based entities that when linked together create a network called nodegraph. A nodegraph clues the NPCs (not NextBots) with contextual information on their surroundings, making them more responsive than their default behavior permits.
* 
* 
* 
* 
* 
* 
* 
== See also ==
* Hint nodes
* 
* Nodegraph
* Nav Mesh
* :Category:Node entities