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 Post #1
 28th March 2008 Last edited by Terrenteller; 26th April 2010 at 10:19PM.. (Editing)
GMOD Moderator
Terrenteller's Avatar
January 2007
4,940 Posts
Last Updated: Thursday, April 22, 2010
___



Quick Miscellanea
---

Interlopers.net's Compile Log Checker
The TF2 Mappers' Encyclopedia
The Mappers' Encyclopedia - Download (Old Version)

Search (Ctrl + F) to help quickly find an answer.



---
Table of Contents
---

I. Beginners' Resources

II. Mapping Websites
  • Valve Developer Wiki
  • Halfwit-2
  • Interlopers.net
  • EditLife.net
  • GMod Mapping Wiki
  • Iwannamap.com
  • Halflifestorm
  • Snarkpit.net
  • HL2World Knowledge Base
  • FPSBananna
  • ModDB
  • TAzOO.com
  • Wunderboy.org
  • A Guide to Optimization

III. Game Specific Information
  • Counter-Strike: Source
  • Day of Defeat: Source
  • Half-Life: Source
  • Half-Life 2
  • Half-Life 2: Deathmatch
  • Half-Life 2: Episode One
  • Half-Life 2: Episode Two
  • Left 4 Dead
  • Left 4 Dead 2
  • Portal
  • The Ship
  • Team Fortress 2

IV. Mod Specific Information
  • Dystopia
  • Empires
  • Eternal Silence
  • The Hidden
  • Insurgency
  • Obsidian Conflict
  • Zombie Panic! Source

V. Garry's Mod Gamemode Specific Information
  • ReDead
  • Spacebuild
  • Zombie Survival v2.0+

VI. User Submitted Information
  • Hacking the Hammer Draw Distance
  • File Locations
  • Converting GoldSrc maps to Source
  • Global Coordinates
  • Basic Particles
  • Tutorial: Mounted Guns in Orangebox
  • How to Fix the shaderapidx9.dll Crash
  • Fixing Low Texture Resolution in Hammer
  • How to: Get the logical viewport again
  • Restoration of the Hammer Undo/Redo Toolbar
  • Large Address Aware VRAD
  • Half-Life 2 Official Maps List with Screens

VII. Informative Morsels

VIII. F.A.Q. / Common Problems

IX. Mapping Jargon
  • Terms
  • Programs
  • File Types

X. Helpful Programs
  • Allegorithmic
  • Nem's Tools
  • Riintouge
  • Miscellaneous

XI. Extra Content
  • Lua
  • Prefab
  • Model
  • Texture
  • Texture Source
  • Model & Texture
  • Model & Texture Source
  • Sound
  • Sound Source

XII. VMT Data
  • Shaders
  • Parameters

XIII. Index
  • AI
  • Displacement
  • Entity
  • Faceposer
  • File Types
  • Hammer
  • Light
  • Material & Texture Information
  • Particle
  • Sound
 Post #6
 21st May 2009 Last edited by Terrenteller; 22nd April 2010 at 07:22AM.. (Editing)
GMOD Moderator
Terrenteller's Avatar
January 2007
4,940 Posts
V. Garry's Mod Gamemode Specific Information
---

ReDead
Spacebuild v2.5
Zombie Survival v2.0+
See Also: GMod Mapping Wiki: Gamemode Mapping
 Post #7
 5th September 2009 Last edited by Terrenteller; 22nd April 2010 at 07:23AM.. (Editing)
GMOD Moderator
Terrenteller's Avatar
January 2007
4,940 Posts
VI. User Submitted Information
---

Hacking the Hammer Draw Distance
mblunk posted:
For XP:

1. Open the start menu. Click the "run" button. Enter "regedit", without the quotes.

2. On the tree view at left, click on "HKEY_CURRENT_USER". Go to Software, Valve, Hammer, 3D Views.

3. Right click "BackPlane". Click "Modify..." and change the base to decimal.

4. Enter the value you want to change the back plane to, and click OK. Done!

For Vista:

1. Open the start menu. In the search bar, enter "regedit". Follow the instructions for XP from step 2.
-Submitted by mblunk


File Locations
SirZoloft posted:
(Half-Life 2 will be used as a 'wildcard', to be replaced with what games configurations you would use)
Models:
/%account name%/Half Life 2/Models

For Materials for models
/%account name%/Half Life 2/Materials/Models

Custom Textures
/%account name%/Half Life 2/Materials/
Must contain the .vmt and .vmt
-Submitted by SirZoloft


Converting GoldSrc maps to Source
i_speel_good posted:
Requirements: BSPTwoMap
Hammer 3.5 (the hl1 steamless version)

Half-Life 2 (gets you access to Source SDK, thus Hammer 4.1)

Hammer 4.1 (the hl2 steam version)

Mapfool (for the textures)

GCFScape (for the wad files)

VTFEdit (for creating vtf’s)

(Download links for the stuff above are found in the bottom of this post)


First off, you’re going to need “BSPTwoMap”, which is kinda hard to find (atleast the version I’m using is), so you can grab it off the end of this guide.

Extract the bsptwomap.zip file in a new directory, (in my case C:\BSPTwoMap)

Now, you’ll have two files, “BSPTwoMAP.exe” and “readme.txt”. We don’t really need readme, anyway, so you’re free to delete it except if you really want it.

Great, we have the prog. Let’s get the map. Grab the GoldSource BSP you want to port, and throw it in the BSPTwoMap directory.

Create a new txt file with Notepad, and write this inside it:

Code:
"C:\BSPTwoMap\BSPTwoMap.exe" “C:\BSPTwoMap\mapname.bsp"
pause
Replace the directories with the ones you’ve put BSPTwoMap and your BSP in and replace mapname with the bsp’s filename.

Save it, and rename it’s extension to “.bat”.

Run the bat file, and it’ll do the conversion pretty fast.
When it’s done, you’ll get the message “Press any key to continue.”
Press any key, and the window will close.

Yay! We just made our new map file!

Now you need the program “MapFool”. We’ll use it to extract the textures or/and delete any unwanted entities.
You can snatch it off the Download Links section, in the bottom of this guide.

Open “MapFool”. You’ll be greeted with a user-friendly interface (well, not really, I mean, it’s a pretty clean GUI, but it may confuse some people :P)
Go to File>Open and open the map file that BSPTwoMap created before..

The raw data tab will be full of numbers ‘n’ sh*t.

This means that it works! :D

See some lines saying about the “wad” files?

If they are from HL, you’ll need to export them from the “half-life.gcf” file, using GCFScape (again provided in the bottom of the guide). If they’re from another GoldSRC game, extract the wad file(s) from the corresponding GCF. If they’re from a mod, take them from the mod’s folder, and if they’re nowhere to be found, search for them in the internet.
After acquiring them, go to File>Options. You’ll see the “Wad files imported” thing, from there import the wad files that are written in the raw data tab (the ones we extracted).

Also, if you want the program to directly convert them to VTF files, you’ll need to add the path to VTEX.exe, which is located in the directory “Steam\steamapps\username\sourcesdk\bin\vtex. exe”
(The Steam folder is the folder where you have installed Steam!)

Then, add the “full path to textures folder” path (where it’ll put the tga textures) and you’re done.
After you’re done, press OK.

Make sure you didn’t miss any WAD file.

Now go to “Tools>Export textures to TGA”, and it’ll already have the “full path to textures folder” folder set as the output path. Click at proceed. After it tells you they’re extracted, you can either close MapFool or Proceed to making materials.

Converting TGA’s to Source Materials, if you're going to make them yourself just restart reading below the bold "end material conversion part" line.
Click “Tools>Make Materials” The source path that it will take the TGA’s from MUST end with “materialsrc” in it. When you get an error that says that the textures "are not a power of two”, resize them to a power of two (Like 64x64, 128x128, 256x256, 512x512, 1024x1024 etc.).

NOTE: The material folder must be made inside (and throw inside the tga’s) in a mod’s/game’s directory, or you’ll get an error about “Gameinfo.txt”.

For some reason, it only made the VMT’s for me, so I guess you’ll make the VTF’s by yourself.

end material conversion part

Now, you’ll also need “Hammer 3.5”, the steamless old version of Valve’s Mapping Tool. Like all the previous stuff I told you to download, you’ll find it in the end of this guide.

http://home.comcast.net/~ninjagrinch/hammercfg.htm

Use the link above this line to configure Hammer 3.5 with Half-Life, Counter-Strike or any other GoldSRC game you want, and add the wad’s of the map (the ones we extracted previously)

Now, go into Hammer 3.5 and open the map file. It may tell you some solids weren’t loaded, but it doesn’t really matter. It may ALSO tell you that there was a error loading the map file, click yes to see the report, which should be empty, and close the report. There’s your map, yay!

(note: If you don’t get how to load map files, click the drop down menu that says “RMF” and select map)

Now, go to the entity report (Map>Entity Report) and delete ALL entities. This will delete useless stuff (lights, NPC’s, guns etc.) that you can/will remake later on Hammer 4.1.

Go to File>Save As and save the file as a RMF file.

Close Hammer 3.5

Go to Steam, Tools, open the Source SDK, and from there double click Hammer to open it (this is Hammer 4.1).

Open the RMF file we saved on 3.5.

Now the map should open, if it doesn’t, either it’s the map’s fault, or you suck and didn’t follow the guide correctly.

Save it as a VMF and you’re ready to play with it. Hope my little guide helped! :)

And remember, don’t release ports of custom maps without asking their creators first!

Download links (as said in the beginning of the guide):

BSPTwoMap:
http://oifymod.timeparadox.org/hammertime/BSPTwoMap.zip

Peppyfool’s MapFool:
http://oifymod.timeparadox.org/hamme...MAPfool1.2.zip

Hammer 3.5:
http://games.softpedia.com/get/Tools...r-Editor.shtml

Hammer 4.1
No download link. You need Steam and a legal copy of HL2, this will give you access to the Source SDK (found in the Tools menu in Steam). Open it, and there’s Hammer.
NOTICE: This guide was made before the Orange Box SDK, so I suggest you to switch the engine to HL2:Ep1 and whatever game you want from it, because I'm not sure if the Hammer of OBSDK opens ".map" files.

GCFScape:
http://nemesis.thewavelength.net/fil...cfscape166.exe

VTFEdit:
http://nemesis.thewavelength.net/fil...edit124-11.exe
-Submitted by i_speel_good


Global Coordinates
Terrenteller posted:
Consider the 2D viewports:

Top (x/y) = X is horizontal and Y is vertical.

Right of the origin is X positive.
Left of the origin is X negative.

Above the origin is Y positive.
Below the origin is Y negative.

Counter-clockwise around the origin is Z positive.
Clockwise around the origin is Z negative.

Front (y/z) = Y is horizontal and Z is vertical.

Right of the origin is Y positive.
Left of the origin is Y negative.

Above the origin is Z positive.
Below the origin is Z negative.

Counter-clockwise around the origin is X positive.
Clockwise around the origin is X negative.

Side (x/z) = X is horizontal and Z is vertical.

Right of the origin is X positive.
Left of the origin is X negative.

Above the origin is Z positive.
Below the origin is Z negative.

Counter-clockwise around the origin is Y positive.
Clockwise around the origin is Y negative.


The origin can be in relation to the grid or an object.
-Submitted by Terrenteller


Basic Particles
Jimmy422 posted:
For a basic particle, you need what is in this list (This is under the properties tab):

Anything in red is very important.
  • Properties

The only thing you should worry about here is the material, and the max particles. For material you only want to use sprites or things in the
Code:
particles/
directory. The max particles should not be set over 2000 (Otherwise, it brings your FPS down massive amounts)
  • Renderers

render_animated_sprites - This tells it to use a sprite/ particle material.
  • Operators

Cull random - This kills particles after some time.

Alpha Fade & Decay - This sets the alpha and time that it takes for particles to fade away.

Movement basic - The most important one here! Without this particles won't form! This tells it to move somewhere.

Rotation basic - tells it to move in random ways. It's not noticeable, but it makes it less repetitive.

Radius scale - Sets size of particles spawned.
  • Initializers

Lifetime random - This gives each particle a lifetime. Without this, you will not see particles! Set the lifetime max to 15.

Color random - Sets the color of your particles! Without this you get ugly white particles!

Position within [box or sphere] random - Gives your particles a place to spawn in. The size corresponds to hammer units, so a max size of 512 512 512 is 512 units on the X Y and Z axis in hammer. Don't mess with the min size.

Sequence random - Use if your sprite/particle has more than one sequence. Set the max sequence to whatever the number of sequences the particle has.
  • Emitters

Emit Instantaneously - Tells the particles to immediately start spawning. You can set this to slowly start in.

Emit Continuously - Tells the particles to keeps spawning and spawning (Optional)
-Submitted by Jimmy422


Tutorial: Mounted Guns in Orangebox
Lord Ned posted:
There was a tutorial on Interlopers.net that's now obsolete in the OB engine, and it kinda sucked, so I made my own.


Creating a Mounted gun, for Orangebox games and mods. (Ep2, etc)

Setting up the stand.
Step 1. Create a prop_static with the model of:
models/props_combine/combine_barricade_short01a.mdl
Place this where you want the gun to be mounted. This coudld be substituted with a pile

of rubble or otherwise. Here it is used to give me an idea of how high the gun should be mounted. (45-50 units if you wish to do it with a brush.)
Setting up the gun model.
Step 1. Create a prop_dynamic with the model of:
models/props_combine/bunker_gun01.mdl
Place this ontop of your barricade, with the feet resting on the edges.


Name the prop_dynamic:
Barricade_Gun_Model, or something to that effect.
Disable Shadows: Yes
Start Fade Dist: 1000
End Fade Dist: 2000
Collisions: Not Solid
Default Animation: idle_inactive


Setting up the func_tank.
Step 1. Create a 16x16x16 cube centered over the models feet, textured with

tools/toolsblockbullets.

Tie this block to func_tank. (Ctrl + T) Now, copy the following settings. Most settings

should be left default, unless otherwise noted.
Name: Barricade_Gun_Tank
Parent: Barricade_Gun_Model //Obviously the model that is being used for the turret.
Control Volume: Barricade_Gun_ControlVolume
Yaw Rate: 200 //How fast does it yaw? (Turn left to right)
Yaw Range: 60 //How far can it turn?
Pitch Rate: 120 //How far does it pitch? (Turn up to down)
Pitch Range: 60 //How far can it turn?
Barrel Length: 31 //Length from orgin of func_tank to the end of the muzzleflash sprite.

Used for sprite placement.
Barrel Vertical: 8
Rate of Fire: 15 //How fast does it fire?
Damage per Bullet: 9 //How much do the bullets do?
Damage Per Bullet Vs Player: 5 //How much do the bullets do to PLAYERS?
Firing Persistence: 4 //AI: How long to keep firing at last known position, after loosing

sight of target.
Firing Persistence2: 2 //AI: How long to occasionaly shoot after last position.
Bullet Accuracy: Small Cone //How accurate is the gun?
Maximum Target Range: 2500 //AI: How far away can you aquire the target from?
//DO NOT CHANGE ANY VALUES BELOW, UNLESS YOU KNOW WHAT YOU ARE DOING.
Gun Base Attachment: aimrotation
Gun Barrel Attachment: muzzle
Gun Yaw Pose Param: aim_yaw
Gun Pitch Pose Param: aim_pitch
Gun Pitch Pose Center: 7.5
//DO NOT CHANGE ANY VALUES ABOVE, UNLESS YOU KNOW WHAT YOU ARE DOING. (Is related to the

bunkergun model, and code.)
Ammountion Count: -1 //How much ammo does this gun have?
NPC Man Point: Barricade_Gun_Manpoint
Player Lock Time: 0.1 //AI: How long to be tracking the player before shooting?
Effect Handling: AR2 //Effects sounds
Ammo Type: AR2 //What ammo does it use, how much damage, etc. MODDERS: Uses ammotypes

defined in hl2_gamerules.cpp


Step 1.5: Go to the func_tank's flags, and check:

Active
Controllable
NPC Controlable
Non-Solid

Step 2: Create a 80x35x128+-ish brush, texture it with tools/toolstrigger, and tie it to a trigger_multiple. These numbers do not need to be exact, and can be changed for your

liking. (This defines in what area the player can "Use" the func_tank. If he is pushed

out of it, he will stop using it.

THIS MUST BE TALLER THEN THE PLAYER HEIGHT.

Name the trigger_multiple: Barricade_Gun_ControlVolume
And under Flags check:
Clients

Step 3: Create an info_target and inch or so off the ground, with the name:
Barricade_Gun_Manpoint

Place it exactly 32 units behind the center of the func_tank volume. This is used for

AI's controling the gun, and tells them where to stand, so animations work.



Setting up the outputs

This one's a bit of a doozy. You have to set several animations, with delays, so I'll do

it like this. Output | Targetname | Input | Parameter | Delay.

OnFire | Barricade_Gun_Model | SetAnimation | Fire
OnGotControler | Barricade_Gun_Model | SetAnimation | Activate
OnGotControler | Barricade_Gun_Model | SetDefaultAnimation | Idle | 0.1
OnGotPlayerControler | Barricade_Gun_Model | SetAnimation | Activate
OnGotPlayerControler | Barricade_Gun_Model | SetDefaultAnimation | Idle | 0.1
OnLostControler | Barricade_Gun_Model | SetAnimation | Retract
OnLostControler | Barricade_Gun_Model | SetDefaultAnimation | Idle | 0.1
OnLostPlayerControler | Barricade_Gun_Model | SetAnimation | Retract
OnLostPlayerControler | Barricade_Gun_Model | SetDefaultAnimation | idle_inactive | 0.1

And since that's confusing:



If you compile that, (after putting in the rest of the map, and a spawn...) and go into

game, it should work.


Adding some cool effects.
Because frankly, effects are awesome. Were going to create a light that turns on when the gun is in use, and turns off when it's not. (And moves with it. ;)

Create a env_sprite, with the following settings:
Name: Barricade_Gun_Model_Sprite_Glow
Parent: Barricade_Gun_Model
Render Mode: Worldspace Glow
Scale: .3
HDR Color Scale: .5
FX Amount: 215
FX Color: 225 255 255
Render Mode: Additive


Place this at the tip of the barrel, near the small flashlight.

Create a point_spotlight, so that there's an actual effect.
Name: Barricade_Gun_Model_Sprite_Spotlight
Parent: Barricade_Gun_Model
Spotlight Width: 18
Spotlight Length: 128
HDR Color Scale: .7
Color: 225 255 255


Now, to make it move with the gun, create a logic auto with the following outputs:
OnMapSpawn | Barricade_Gun_Model_Spite_Glow | SetParentAttachment | muzzle
OnMapSpawn | Barricade_Gun_Model_Sprite_Spotlight | SetParentAttachment | muzzle



Now, we've got a light that tracks around. Pretty cool, but you know, it could be cooler.
Add two more Outputs:
OnMapSpawn | Barricade_Gun_Model_Sprite_Glow | HideSprite
OnMapSpawn | Barricade_Gun_Model_Sprite_Spotlight | LightOff
This could also be accomplished by checking the flags inside of the Spotlight, and the

Sprite, but that would require you going back to those entites. ;)

Go to the func_tank, and add these Outputs:
OnGotController | Barricade_Gun_Model_Sprite_Spotlight | LightOn | 0.15
OnGotController | Barricade_Gun_Model_Sprite_Glow | ShowSprite | 0.2
OnLostController | Barricade_Gun_Model_Sprite_Spotlight | LightOff | 0.05
OnLostController | Barricade_Gun_Model_Sprite_Glow | HideSprite | 0.1

Duplicate your efforts for OnGotPlayerController, and OnLostPlayerController.


Feel free to experiment.
-Submitted by Lord Ned


How to Fix the shaderapidx9.dll Crash
Adamhully posted:
I'll take it from the top. My 7800GTX exploded so it was replaced by an 8800GTS by BFG. Then after i installed the drivers etc i went to run faceposer, but just as it were about to load the 3D screen... it crashed and i get the dreaded error reporting screen.

When i looked at the crash information it looked like shaderapidx9.dll was causing it. I tried a ton of things to fix it. I searched on the google machine and many other people are having this problem. Here are some things that people including me tried but didn't work.

- Reinstalling source SDK
- Reinstalling steam and all of the games (I didn't do this)
- Formatting their hard drives (I didn't do this)
- Scanning for viruses
- Using a WMI fix (I didn't do this)
- entering some sort of network code into the command prompt

It seemed some things worked for some people and others didn't. Mainly changing back to their old graphics cards.

So what i done is this.

FIX IS BELOW THIS
- Go to my computer
- Go to the hard drive of which Source SDK is saved on (80% ofthe time it's C:)
- Program files
- Valve
- Steam
- Steamapps
- *Yoursteam username here*
- source SDK
- bin

Now, look for a file called "Dxsupport". Double-click it, if it asks you what program to open it with, choose notepad. If you've done that right it should say "DO NOT EDIT" at the top of the page.

Now you need to scoll down and find the name of your graphics card. Mine would be:

"655"
{
"name" "NVIDIA GeForce 8800"
"VendorID" "0x10de"
"MinDeviceID" "0x192"
"MaxDeviceID" "0x192"
"m_nDriverVersion_Build" "8421"
"DefaultRes" "1280"
"ConVar.mat_antialias" "4"

Now, where it says "DefaultRes", it would have either a 3 didgit number of a 4 didgit number, depending on how good your card is. Mine is 1280.

now you need to go into your graphics control panel and change your resolution to the one stated above. Here are some examples.

1024 - 1024 by 768 (These will be different if you're using a widescreen monitor.)
1152 - 1152 by 864

Mine would be 1180 - 1180 by 962.

Once you've set it to the resolution try running either Source SDK or model viewer. It should work.

[B]Some problems[/N]

Once you've set your resolution, things may appear very small, but you can set it back to normal once you're finished.

You may get a "Incorrect input" or something flying around your monitor, try using another resolution that has the same starting number (EG,1024).

I don't think many people have this problem on facepunch, but it will come in handy for you Google viewers, i found alot of forums with people needing help when i was looking through google. I even found some on This forum.

If it still does not work. Then i'm stumped.
-by Adamhully


Fixing Low Texture Resolution in Hammer
Shrinker posted:
1. Use GCFScape to open "Steam\SteamApps\base source engine 2.gcf" and locate

bin\dxsupport.cfg

2. Extract that file to SourceSDK\bin\orangebox\bin\

3. edit the file and change the line
"ConVar.mat_picmip" "2"
to
"ConVar.mat_picmip" "-1"
-by Shrinker


How to: Get the logical viewport again
If you are missing the logical viewport, don't worry you can get it back.
You can set any of the viewports to it with the registry.

Code:
[HKEY_CURRENT_USER\Software\Valve\Hammer\Splitter]
"DrawType0,0"=dword:0000000a
-by Jinto


Restoration of the Hammer Undo/Redo Toolbar
Terrenteller posted:
To restore the Undo/Redo bar:

1. If Hammer is running, exit.
2. Open the Run prompt.
3. Enter in "regedit".
4. Navigate to HKEY_CURRENT_USER / Software / Valve / Hammer / Barstate-Bar1
5. Locate a key "Visible". It should have a value "0".
6. Change the value to "1".
7. Run Hammer. The bar should be located in the middle of the Hammer window.
-Submitted by Terrenteller


Large Address Aware VRAD
The Pro posted:
VRAD will become unstable and crash at around 1.5GB RAM usage due to the 32Bit program RAM usage limit.

You can fix the problem by either compiling a 64Bit version or enabling LAA (Large Address Aware, 3GB max RAM usage on a 32Bit OS, 4GB on a 64Bit OS) by downloading Visual Studio (There is a free version on the microsoft site) and following these instructions:
Go to the folder containing vrad.exe (it's in the compile log you schmuck)
Make a copy of vrad.exe and re-name it to vrad_LAA.exe
Open the VS Command Line Interface (Start>All Programs>Visual Studio) and use the cd command to change directory (use quotes for the directory) to where-ever vrad_LAA.exe is located
Enter - Editbin /LARGEADDRESSAWARE vrad_LAA.exe
Go to the Hammer Compile/Game Options Menu (Or your .bat files or batch compile starter if you use that) and change the VRAD .exe name to the new .exe name which is vrad_LAA.exe
Watch titular content for the 10-40 minutes it takes to compile your map

I assume you have at least 4GB RAM.
-by The Pro


Half-Life 2 Official Maps List with Screens
-by dj_night
 Post #8
 5th September 2009 Last edited by Terrenteller; 22nd April 2010 at 07:24AM.. (Editing)
GMOD Moderator
Terrenteller's Avatar
January 2007
4,940 Posts
VII. Informative Morsels
---

If a game does not have a title, the game will crash if told to display it. (Reportedly EP2)

A logic_auto Disabling a point_viewcontrol OnMapSpawn without the logic_auto first Enabling it (haven't tried Enabling by other means) crashes the game (EP2).

An NPC set as Efficient won't properly playback scripted/choreographed scenes (such as staring off in one direction, won't blink, and won't move on cue).

In code, light_environment is derived from light, so it can be given any input light can.

The default .fgd files are not complete and lack various entities and properties. [List]

The more square a texture is, the more efficient it is to draw. (Source? Last seen on VDC)

The grid size is represented by a signed integer and is not limited to positive power of two values. Only positive numbers will draw correctly.

Hammer's grid boundaries can be changed by an .fgd. The engine still retains its hardcoded limits.

The Undo/Redo bar is the only toolbar that cannot be toggled/recovered from within Hammer.

"mapversion" is defined twice in a .vmf.

In CS:S, momentary_rot_button only fires its Position output when it stops rotating.

In Hammer, with the Selection Tool, holding down the primary mouse button will cycle through the objects under the mouse. PageUp/PageDown do the same.

Named light entities only cast direct lighting.

Smoothing groups don't smooth light cast by named light entities; however, they do smooth direct lighting.

When encountered by VBSP, positive floating point lightmap scale values are rounded down to the nearest integer. Zero will default to 16. Negative values default to 1.

Faces whose material cannot be found by VBSP will not have lightmaps generated and will not be drawn correctly with mat_luxels enabled.

Robin Walker (Valve) posted:
Oh, and I checked out the ent data limit, and it turns out there really isn't one. VBsp is warning you that it's "full" because it's getting close to 384k, which was a size we considered a reasonable amount of ent data. Even though it uses 384k for reporting, it doesn't use that as a limit. It will go ahead and allocate as much memory as you need.
Two models can be loaded at once into Hammer's VGUI Model browser by left clicking the first one then right clicking the second one.
 Post #9
 5th September 2009 Last edited by Terrenteller; 22nd April 2010 at 07:25AM.. (Editing)
GMOD Moderator
Terrenteller's Avatar
January 2007
4,940 Posts
VIII. F.A.Q. / Common Problems
---

Q: Water doesn't show up. It acts like it's there, but is not visible.
A: The map probably has a leak. [About Leaks] If not, make sure VVIS and VRAD are run completely.

Q: The compile log reports a leak, but it doesn't say what's leaking.
A: At least one entity is needed for VBSP to try and determine the "inside" of your map. If you don't have any, it can't, thus a generating a leak error without a referenced object. (A pointfile will not be created by this kind of leak.)

Q: What is a leak?
A: [About Leaks]

Q: In CS:S, I get a "Both teams are full" message and I'm the only player.
A: The spawn points are probably touching something, or none were placed. [Link]

Q: "MountAppFilesystem() failed: SteamMountAppFilesystem(...)failed with error 21: different version of this FS is already in use."
A: Run the game and map manually rather than leaving it to Hammer.

Q: "Failed to load the Launcher.dll. The specified module could not be found."
A: Try Refreshing SDK Content. If that doesn't work, run the game that the map is for once. If that doesn't fix the problem next compile, run the game and map manually.

Q: How can I include custom content in my map?
A: Use Pakrat. [Link]

Q: The game crashes while loading the map.
A: There could be numerous reasons for this. Displacements, props, env_fire, and func_useableladder seem to be most notable. If the offending object(s) are proving difficult to pin down, use the Cordon Tool to test sections of the map until the offending object is found.

Q: How do I change the skybox texture?
A:
  1. Map / Map Properties...
  2. Change the "SkyBox Texture Name" keyvalue. [Sky List]

Q: Some of my textures are flashing/flickering or are black from certain angles.
A: Check to see if any of the used textures have "prop" or "model" in the name. These materials won't function correctly on world brushes, however, they may work on a func_brush. Refraction materials will not work on world brushes and will appear black from every angle. Use the refraction material on the face of a brush entity, such as func_brush, for proper rendering.

Q: "No such variable '$hdrbasetexture' for material '...'"
A: VBSP expects an HDR compliant skybox to be used. If one isn't, VBSP will complain. This can generally be ignored.

Q: "Can't load skybox file ... to build the default cubemap!"
A: This error usually follows VBSP's HDR complaint (above). This can generally be ignored.

Q: Some props don't show up in in-game.
A: Some props can't function as some prop types. A model made to function as a prop_static might not function as a prop_physics. It can be forced to do so by using the prop_physics_override entity. Check the VBSP section of your compile log for further explanation.

Q: How can other game's entities be added to the list of entities?
A: Add the game's .fgd file.
  1. Tools / Options...
  2. Next to "Game Data files", click "Add".
  3. Select the desired game file.

Q: What are Source's limits?
A: [Picture] (Image by 1Duck)

Q: My reflections are messed up.
Q: Everything has a purple and black checkerboard tint.
A: Have you minimized the game? Doing this can mess up cubemap reflections. Have you included any or enough env_cubemap entities in your map? Have you built the cubemaps? Have you restarted the game after doing so? [About Cubemaps]

Q: The command failed. Windows reported the error: "The system cannot find the file specified."
A: This is usually a tell-tale sign of some other error crashing your map. Search the log for errors, or run it through the compile log checker. [Link]

Q: VVIS is taking too long.
Q: VVIS is stuck on "9...".
A: The map is probably poorly optimized, or the map is just very complex. [Optimization Guide]

Q: Phys maps are broken.
A: This is caused by how the new engine handles physics. The only option is to run the map in an old engine game.

Q: How do I configure Hammer for GMod?
A: GMod can run maps from most Source games. Pick the game configuration that is most relevant to your desires.

Q: Things fall through displacements.
Q: Displacements are not solid.
A: This happens when the HL2 Hammer configuration is used. In expert compile, add the "-novirtualmesh" parameter to VBSP. [Picture] (Click on "Expert..." at the bottom of the Run Map window.)

Q: When I try to find a World Model for a prop, Hammer crashes.
Q: My Model Browser doesn't work.
A: This problem should have been fixed. If you still have this issue, follow these instructions:
  1. Tools / Options...
  2. Click on the "General" tab.
  3. Uncheck "Use VGUI model browser".

Q: In CS:S, my ambient_generics stop playing after the first round.
A: [Link]

Q: When running Hammer, it shows up on the Taskbar and in the processes list, but I can't find the window.
Q: When opening the material browser, Hammer stops responding.
A: The window is probably opening off-screen. (If you use different/multiple monitors, this can happen.) Right click on Hammer's Taskbar button and select "Move". Use the arrow keys to move the window back onto the monitor. The cursor should relocate itself as close to the window as it can while still remaining on the desktop.

Q: In-game, there are dark regions where my displacements intersect.
A: This is occasionally caused by running VRAD on Fast. If that is not the case, make sure only the faces of a brush that need to be displacements actually are displacements.

Q: The skybox textures are stretched/distorted.
A: Add "_hdr" to the end of the skybox name in Hammer.

Q: When opening the SDK, the message "No game configurations available" appears.
A:
  1. On the SDK, click "Reset Game Configurations".
  2. Close the SDK.
  3. Run the game whose configuration you will be using.
  4. Once the game's menu screen has loaded, exit.
  5. Run the SDK.

Q: "EnumerateApp( 420 ) failed: SteamEnumerateApp(...) failed with error 1: Failed to create key HKEY_CURRENT_USER\Software\Valve\Steam\Beta"
A: Restart Source SDK.

Q: Source SDK stuck at "Validating: 100%".
A: Source SDK needs to be reinstalled. (Remember to backup files.)

Q: "Cache Needs Repair" or "Cache Needs Decryption"
A:
  1. Shutdown Steam by choosing Exit from the Steam task bar icon menu.
  2. Restart Steam.
  3. Run Half-Life: 2 from the Steam Play Games window.
  4. If the problem is not resolved, repeat these steps running Counter-Strike: Source and Half-Life 2: Deathmatch.

Q: Faceposer crashes with a "shaderapidx9.dll" error.
A: [Link] (Also listed under User Submitted Content.)
 Post #10
 5th September 2009 Last edited by Terrenteller; 23rd April 2010 at 04:35AM.. (Editing)
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January 2007
4,940 Posts
IX. Mapping Jargon
---

World Brush - A solid that isn't tied to any entity.
Brush Entity - An entity that uses the geometric properties of a brush or group of brushes for a particular effect.
Func_detail - A brush entity that acts exactly like a world brush, but isn't handled by VVIS. [Link]
Point Entity - An entity that exists at a single point.
Leak - Occurs when the "inside" of the map is exposed to the "void". Displacements and transparent brushes will not seal the map.
Parenting - Attaching one object to another in a hierarchy.
Material Proxy - Command(s) written into a .vmt for various effects. (Scrolling, animation, etc.)
Grouping - Turning a selection of objects into a single mass that can moved as one object.
Visgroup - Automatic or user defined visibility groups that can be enables and disabled to control what is shown, both in Hammer and after compile.
Prefab - A premade setup that can be saved.
Lightmap - The luxel grid and density of a brush face defining light resolution.
Luxel - Lightmap pixel.
Displacement - A brush face turned into a triangular mesh that can be freely sculpted.
Texlight - A texture that is capable of emitting light.
Cordon Tools - A simple tool that can aid greatly in pinning down hard to find problems, testing certain parts of a map, or when trying to clear unwanted clutter from the screen. Similar to Visgrouping.
LOD - Level of Detail - The quality of a model at different distances. The quality of a texture for different DX levels.
MIP Mapping - LOD, for textures.
Fullbright - Everything appears at maximum brightness.
Cubemaps - Reflections built by env_cubemap entities.
HDR - High Dynamic Range (Dynamic Tonemapping) - Used for more realistic lighting effects by virtually mimicking the eye's iris.
Soundscape - A set of sounds.
Normalmap - A texture used to control how light is refracted. [Example]
Du/Dv Map - A texture used to control how light is refracted. Superseded by normalmapping. [Example]
Bumpmap - A texture used to affect how light is refracted. Superseded by Du/Dv mapping. [Example]

Glview - Portal file (.prt) viewer.
VConfig - Sets SDK game configurations.
VBSPINFO - Can provide information on a .bsp.
SPLITSKYBOX - Splits a .PFM skybox into its component parts.
VBSP - Compiles a .vmf into a .bsp.
VVIS - Compiles map rendering and visibility data. Won't run if the map has a leak. Speed is largely based on how optimized the map is.
VRAD - Computes the static lighting in the map. Won't perform bounce calculations if VVIS doesn't run. Speed is based on lightmap levels, number of lights, RAM, and CPU.
VTEX - Converts .tga to .vtf.
VTF2TGA - Converts .vtf to .tga.

.vmf - Valve Map File - The file type Hammer uses to save, load, and edit a map. Compiling results in a .bsp.
.vmx - A backup .vmf.
.bsp - Binary Space Partition - The file type Source uses as a game level.
.lmp - Lump - Part of a BSP file.
.vtf - Valve Texture Format - Valve's image format.
.vmt - Valve Material Type - Defines how the engine should use a .vtf.
.fgd - Forge Game Data - Hammer entity reference.
.gcf - Game Data File - Mass file collection. Maps, models, textures, etc. are found in this file.
.ncf - No Cache File - Like a GCF, but contains no data.
.vpk - Successor of GCF and NCF.
.pts or .lin - Pointfile - A file created by VBSP when a leak is found. When loaded, a line is drawn from the void to the leaking object.
.prt - Portal File - Generated by VBSP and used by VVIS. Can be viewed with Glview.
.log - Log file.
.vbsp - A file handled by VBSP for random placement of detail props and sprites.
.rad - Radiosity - A file handled by VRAD defining texlight values.
.dem - Recorded demo file (not a video format) or digital elevation model.
.nav - Navigation Mesh (CS:S) - Contains Bot navigation information.
.ain - Nodegraph - Contains NPC navigation information.
.cfg - Configuration file.
.ctx - ICE Encrypted File - Typically used for encrypted scripts.
.nut or .nuc - Squirrel script.
.pcf - Particle Configuration File - Contains particle information.
.vcd - Valve Choreography Data - Contains NPC interaction information.
.smd - Studiomdl Data - Valve's model source file format.
.qc - Quake C - SMD compilation script.
.mdl - Model - A model file.
.phy - Contains .mdl collision data.
.ani - Contains .mdl animation data.
.vtx - Contains .mdl mesh strip data. (Comes in a variety of extension flavors.)
.vvd - Contains .mdl vertex data.
.bik - Bink Video - Used for start-up videos.
.res - Resource List - Directs the server to push arbitrary files to connecting clients.
.dct - Dictionary file.
 Post #12
 5th September 2009 Last edited by Terrenteller; 23rd April 2010 at 04:14AM.. (Editing)
GMOD Moderator
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January 2007
4,940 Posts
XI. Extra Content
---

If any of these links go down, check this mirror.

Lua
Prefab
Model
Texture
Texture Source
  • 2Textured - Large selection of textures, mostly photo based.
  • 3D-Rekonstruktionen - Textures for roof, brick, floor, glass, sandstone, and others.
  • 3delyvisions - Skyboxes.
  • 3dimplant - Medium collection.
  • 3Dref - Slow site because of archive. Wide selection of textures.
  • Accustudio - Nice selection of medium resolution photo based (mostly) textures.
  • Allgraphicdesign - Various textures.
  • Amazingtextures - A beautiful texture library that has hundreds of free textures to download, high-resolution textures, images, backgrounds, wallpapers and texture maps. Check out their massive collection of Tiled Textures or see their users' Top Textures.
  • Archibase - Huge selection of textures of varying resolutions.
  • Archivetextures - Over 3500 free quality textures for download.
  • Backbone-CG - Nice collection of medium resolution photobased textures.
  • Ben Cloward - Good selection of photo based textures, with a few high resolution bump/normal/diffuse textures.
  • Blender3D - Good selection of medium to low resolution photo based textures.
  • BoogaHoller - These can be used as 3D model surfaces, backgrounds or to hang on your wall. For seamless textures.
  • CGArena - You can download free textures from CGArena to use in your projects.
  • CGTextures - Not tileable.
  • Change-Books - Free textures including textures of Metal, Stone, Wood, Textiles...
  • Cinema4DUser - Several great textures with bump maps.
  • Fat Strawberry, The - Good selection of fabric textures varying resolutions.
  • FilterForge - A lot of seamless textures.
  • FPSBanana - Various textures.
  • Free3DSTextures - A free online resource for high quality, large resolution textures.
  • Free Texture Site - Great selection of high resolution textures.
  • Free textures - Good selection of medium to high resolution photo based textures.
  • Gameupdates - Over 1GB of texture packs and collections. Mostly from quake / unreal artists and mappers. Some backups of dead sites.
  • Gamingtextures - Paysite, can preview textures in medium quality.
  • Grunge textures - Great selection of high resolution photo based textures.
  • High Resolution Textures - I guess the name says it all...
  • Johnsolo - Some textures there.
  • Klicker - A small selection of medium resolution textures.
  • KTN3D - Great selection of low resolution textures.
  • Lfgrafix - Several 360 animated skies.
  • Lost and Taken - Some photo based textures, of quite high resolution.
  • Lugher Texture - Good selection of photo based textures of varying resolutions.
  • Lynnart - Various textures.
  • M3Corp - Good selection of medium resolution textures, bump, and opacity maps also.
  • Mayang - High quality and wide variety.
  • Medieval textures pack - 52 game textures, 512x512 resolution.
  • Mega-tex - High quality brick textures.
  • Noctua graphics - Good selection of medium to low resolution textures.
  • Pawas - Small collection.
  • Photoshoptextures - Wide collection of textures.
  • PixelPoke - Good selection of seamless textures, medium resolution.
  • Planit3d - Medium collection.
  • Seamless Textures - Some more textures.
  • Stock Textures - Good selection of photo based textures of varying quality.
  • Stockvault - Medium collection.
  • Texture Archive - Similar to CGTextures.
  • Texture Barn, The - Good selection of medium to high resolution photo based textures.
  • Texture Studio, The - Eight texture packs (unknown resolution).
  • Texture Warehouse - Large selection of photo based textures. Varying resolutions.
  • Texturebits - A blog of high resolution photo based textures.
  • TextureHub - Small collection.
  • TextureKing - Large selection of photo based textures of varying resolutions.
  • Texturelove - Good selection of photo based textures of varying resolutions.
  • Texturenwelt - German - Good selection of medium to low resolution textures.
  • Texturez - Great selection of high resolution photo based textures.
  • UrbanDirty - Grunge, large collection.
  • Wiley - A small selection of medium resolution textures.
  • Z7server - Large collection of medium resolution photo based textures.

Model & Texture
Model & Texture Source
Sound
Sound Source
 Post #13
 5th September 2009 Last edited by Terrenteller; 5th September 2009 at 09:35AM.. (Editing)
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January 2007
4,940 Posts
XII. VMT Data
---

Shaders

"Aftershock"
  • "Aftershock_dx9"

"Bik"
  • "Bik_dx80"
  • "Bik_dx81"

"BufferClearObeyStencil"

"Cable"
  • "Cable_DX6"
  • "Cable_DX8"
  • "Cable_DX9"

"Cloak"
  • "Cloak_DX90"

"Cloud"

"Core"
  • "Core_dx70"
  • "Core_DX80"
  • "Core_DX90"

"DebugTangentSpace"

"DebugTextureView"
  • "DebugTextureView_dx9"

"DecalBaseTimesLightmapAlphaBlendSelfIllum"
  • "DecalBaseTimesLightmapAlphaBlendSelfIllum_DX6 "
  • "DecalBaseTimesLightmapAlphaBlendSelfIllum_DX8 "
  • "DecalBaseTimesLightmapAlphaBlendSelfIllum_DX9 "

"DecalModulate"
  • "DecalModulate_dx6"
  • "DecalModulate_dx9"

"Detail"

"Engine_Post"

"Eyeball"

"EyeGlint"
  • "EyeGlint_dx9"

"EyeRefract"
  • "EyeRefract_dx9"

"eyes"
  • "Eyes_dx6"
  • "Eyes_dx8"
  • "Eyes_dx9"

"FilmDust_DX7"

"FilmGrain_DX7"

"floatcombine_autoexpose"

"GooInGlass"

"hsl_filmgrain_pass1"

"hls_filmgrain_pass2"

"Jellyfish"

"LightmappedGeneric"
  • "LightmappedGeneric_Decal"
  • "LightmappedGeneric_DX6"
  • "LightmappedGeneric_DX8"
  • "LightmappedGeneric_NoBump_DX8"

"LightmappedReflective"
  • "LightmappedReflective_DX90"

"LightmappedTwoTexture"

"Modulate"
  • "Modulate_DX6"
  • "Modulate_DX8"
  • "Modulate_DX9"

"MonitorScreen"
  • "MonitorScreen_DX8"
  • "MonitorScreen_DX9"

"MorphAccumulate"

"MorphWeight"

"MotionBlur"

"Occlusion"

"ParticleLitGeneric_DX9"

"ParticleSphere"

"Portal"
  • "Portal_DX60"
  • "Portal_DX80"
  • "Portal_DX90"

"PortalRefract"
  • "PortalRefract_dx8"
  • "PortalRefract_dx9"

"PortalStaticOverlay"
  • "PortalStaticOverlay_DX60"

"Predator"
  • "Predator_DX60"
  • "Predator_DX80"

"Refract"
  • "Refract_DX60"
  • "Refract_DX80"
  • "Refract_DX90"

"Rift_DX6"

"Sample4x4_Blend"

"screenspace_general"

"SetZ"

"ShadowBuild"

"ShadowModel"

"ShatteredGlass"
  • "ShatteredGlass_DX7"
  • "ShatteredGlass_DX8"

"Skin_DX9"

"Sky"
  • "Sky_dx6"
  • "Sky_DX9"
  • "Sky_HDR_DX9"

"SplineRope"

"Sprite"
  • "Sprite_DX6"
  • "Sprite_DX8"
  • "Sprite_DX9"

"Teeth"
  • "Teeth_DX6"
  • "Teeth_DX8"
  • "Teeth_DX9"

"UnlitGeneric"
  • "UnlitGeneric_DX6"
  • "UnlitGeneric_DX8"

"UnlitTwoTexture"
  • "UnlitTwoTexture_DX6"
  • "UnlitTwoTexture_DX8"
  • "UnlitTwoTexture_DX9"

"VertexLitGeneric"
  • "VertexLitGeneric_DX6"
  • "VertexLitGeneric_DX7"
  • "VertexLitGeneric_DX8"
  • "VertexLitGeneric_NoBump_DX8"

"VolumeClouds"
  • "VolumeClouds_dx9"

"VolumetricFog"

"VortWarp"
  • "VortWarp_DX7"
  • "VortWarp_dx8"
  • "VortWarp_DX9"

"Water"
  • "Water_DX60"
  • "Water_DX80"
  • "Water_DX81"
  • "Water_DX90"
  • "Water_DX9_HDR"

"WindowImposter"
  • "WindowImposter_DX60"
  • "WindowImposter_DX80"
  • "WindowImposter_DX90"

"Wireframe"
  • "Wireframe_DX6"
  • "Wireframe_DX8"
  • "Wireframe_DX9"

"WorldTwoTextureBlend"
  • "WorldTwoTextureBlend_DX6"
  • "WorldTwoTextureBlend_DX8"

"WorldVertexAlpha"
  • "WorldVertexAlpha_DX8"

"WorldVertexTransition"
  • "WorldVertexTransition_DX6"
  • "WorldVertexTransition_DX8"
  • "WorldVertexTransition_DX9"

"WriteStencil"

"WriteZ" (Functional? Use?)



Parameters

"%compile2Dsky" "<bool>"
"%compileclip" "<bool>"
"%compileDetail" "<bool>"
"%compilefog" "<bool>"
"%compilehint" "<bool>"
"%compileladder" "<bool>"
"%compileNodraw" "<bool>"
"%compileNoLight" "<bool>"
"%compileNonSolid" "<bool>"
"%compilenpcclip" "<bool>"
"%compileorigin" "<bool>"
"%compilepassbullets" "<bool>"
"%compileplayercontrolclip" "<bool>"
"%compileskip" "<bool>"
"%compilesky" "<bool>"
"%compileSlime" "<bool>"
"%compileTeam" "<integer>"
"%compiletrigger" "<bool>"
"%compilewater" "<bool>"
"%detailtype" "<detail_group_name>"
"%keywords" "<list>"
"%tooltexture" "<texture>"



"$additive" "<bool>"
"$alpha" "<float>"
"$alphatest" "<bool>"
"$AlphaTestReference" "<normal?>"
"$bumpmap" "<texture>"
  • "$bumpframe" "<integer>"
  • "$bumpoffset" "<normal?>"
  • "$bumpscale" "<float>"
  • "$bumptransform" "<matrix>"
"$bumpmap2" "<texture>"
  • "$bumpframe2" "<integer>"
  • "$bumpoffset2" "<normal?>"
  • "$bumpscale2" "<float>"
  • "$bumptransform2" "<?>"
"$forcebump" "<bool>"
"$ssbump" "<bool>"
"$basetexture" "<texture>"
  • "$basetextureoffset" "<normal>"
  • "$basetexturescale" "<normal>"
  • "$basetexturetransform" "<matrix>"
  • "$surfaceprop" "<choice>"
    • advisor_shield
    • alienflesh
    • antlion
    • antlion_eggshell
    • antlionsand
    • armorflesh
    • bloodyflesh
    • boulder
    • brakingrubbertire
    • brick
    • canister
    • cardboard
    • carpet
    • cavern_rock
    • ceiling_tile
    • chain
    • chainlink
    • combine_glass
    • combine_metal
    • computer
    • concrete
    • concrete_block
    • crowbar
    • Default
    • default_silent
    • dirt
    • flesh
    • floating_metal_barrel
    • floatingstandable
    • foliage
    • glass
    • glassbottle
    • grass
    • gravel
    • grenade
    • gunship
    • hunter
    • ice
    • item
    • jalopy
    • jalopytire
    • jeeptire
    • ladder
    • metal
    • metal_barrel
    • metal_bouncy
    • Metal_box
    • metal_seafloorcar
    • metalgrate
    • metalpanel
    • metalvehicle
    • metalvent
    • mud
    • no_decal
    • paintcan
    • paper
    • papercup
    • plaster
    • plastic
    • plastic_barrel
    • plastic_barrel_buoyant
    • Plastic_Box
    • player
    • player_control_clip
    • popcan
    • porcelain
    • pottery
    • quicksand
    • rock
    • roller
    • rubber
    • rubbertire
    • sand
    • slidingrubbertire
    • slidingrubber_front
    • slidingrubber_jalopyfront
    • slidingrubber_jalopyrear
    • slidingrubber_rear
    • slime
    • slipperymetal
    • slipperyslime
    • snow
    • solidmetal
    • strider
    • tile
    • wade
    • water
    • watermelon
    • weapon
    • Wood
    • Wood_Box
    • Wood_Crate
    • Wood_Furniture
    • Wood_lowdensity
    • Wood_Panel
    • Wood_Plank
    • Wood_Solid
    • woodladder
    • zombieflesh
"$basetexture2" "<texture>"
  • "$basetextureoffset2" "<normal>"
  • "$basetexturescale2" "<normal>"
  • "$basetexturetransform2" "<matrix>"
  • "$surfaceprop2" "<choice>"
"$blendmodulatetexture" "<texture>"
"$cheapwaterstartdistance" "<float>"
"$cheapwaterenddistance" "<float>"
"$color" "<matrix>"
"$crackmaterial" "<texture>"
"$decal" "<bool>"
  • "$decalfadeduration" "<float>"
    • "$vertexcolor" "<bool?>"
  • "$decalfadetime" "<float>"
  • "$decalscale" "<float>"
  • "$decalsecondpass" "<?>"
  • "$modelmaterial" "<material>"
  • "$translucent" "<bool>"
"$detail" "<texture>"
  • "$detailblendfactor" "<normal>"
  • "$detailblendmode" "<bool>"
  • "$detailframe" "<integer>"
  • "$detailscale" "<float>"
  • "$detailtint" "<matrix>"
  • "$detail_alpha_mask_base_texture" "<bool?>"
"$distancealpha" "<bool>" "<?>"
"$envmap" "<texture>"
  • "$basetexturenoenvmap" "<bool>"
  • "$basetexture2noenvmap" "<bool>"
  • "$envmapmask" "<texture>"
    • "$basealphaenvmapmask" "<bool>"
    • "$envmapmaskframe" "<integer>"
    • "$envmapmaskscale" "<float>"
    • "$envmapmasktransform" "<matrix>"
    • "$normalmapalphaenvmapmask" "<bool>"
  • "$envmapcontrast" "<normal>"
  • "$envmapframe" "<integer>"
  • "$envmapmode" "<integer?>"
  • "$envmapoptional" "<choices>"
  • "$envmaptint" "<matrix>"
  • "$envmapsaturation" "<normal>"
"$flesh"
  • "$FleshBorderNoiseScale" "<float>"
  • "$FleshBorderSoftness" "<0.0 -- 0.5>"
  • "$FleshBorderTexture1D" "<texture>"
  • "$FleshBorderTint" "<matrix>"
  • "$FleshBorderWidth" "<normal?>"
  • "$FleshCubeTexture" "<texture>"
  • "$FleshDebugForceFleshOn" "<bool>"
  • "$FleshGlossBrightness" "<float?>"
  • "$FleshInteriorEnabled" "<bool>"
  • "$FleshInteriorNoiseTexture" "<texture>"
  • "$FleshInteriorTexture" "<texture>"
  • "$FleshNormalTexture" "<texture>"
  • "$FleshSubsurfaceTexture" "<texture>"
"$forcerefract" "<bool>"
"$fresnalpower" "<?>"
"$glow" "<bool>"
  • "$glowcolor" "<matrix>"
  • "$glowalpha" "<normal?>"
  • "$glowstart" "<?>"
  • "$glowend" "<?>"
  • "$glowx" "<?>"
  • "$glowy" "<?>"
"$hdrbaseTexture" "<texture>"
"$ignorevertexcolors" "<bool>"
"$ignorez" "<bool>"
"$lightwarptexture" "<texture>"
"$maxlight" "<float>"
"$minlight" "<float>"
"$model" "<bool>"
"$multipass" "<bool>"
"$nocull" "<bool>"
"$nodecal" "<bool>"
"$nofog" "<bool>"
"$normalmap" "<texture>"
"$no_fullbright" "<bool>"
"$outline" "<?>"
"$receiveflashlight" "<bool>"
"$scale" "<matrix>"
"$scroll1" "<matrix>"
"$scroll2" "<matrix>"
"$seamless_scale" "<float>"
"$selfillum" "<bool>"
  • "$selfIllumFresnel" "<?>"
  • "$selfIllumFresnelMinMaxExp" "<?>"
  • "$selfillummask" "<texture>"
  • "$selfillumtint" "<matrix>"
  • "$selfillum_envmapmask_alpha" "<bool>"
"$shadowdepth" "<float?>"
"$softedges" "<bool>"
  • "$edgesoftnessend" "<?>"
  • "$edgesoftnessstart" "<?>"
  • "$scaleedgesoftnessbasedonscreenres" "<bool>"
"$translucent" "<bool>"
"$unlitfactor" "<?>"
"$vertexalpha" "<bool>"
"$vertexcolor" "<bool>"



"Cable"
  • "$minlight" "<normal>"
  • "$maxlight" "<normal>"
"Cloud"
  • "$cloudalphatexture" "<texture>"
  • "$cloudscale" "<matrix>"
  • "$maskscale" "<matrix>"
"GooInGlass"
  • "$glassenvmap" "<texture>"
  • "$glassenvmaptint" "<matrix>"
"Modulation"
  • "$writeZ" "<bool>"
"Sprite"
  • "$spriteorientation" "<?>"
  • "$spriteorigin" "<matrix>"
"SpriteCard"
  • "$minsize" "<normal>"
  • "$maxsize" "<normal>"
  • "$minfadesize" "<normal>"
  • "$maxfadesize" "<normal>"
  • "$blendframes" "<bool>"
  • "$overbrightfactor" "<?>"
"Subrect"
  • "$Material" "<texture>"
  • "$Pos" "<matrix>" "<?>"
  • "$Size" "<matrix>"
"UnlitTwotexture"
  • "$texture2" "<texture>"
    • "$texture2scale" "<normal>"
    • "$texture2transform" "<matrix>"
"VertexLitGeneric"
  • "$halflambert" "<bool>"
  • "$model" "<bool>"
  • "$phong" "<bool>"
    • "$ambientocclusiontexture" "<texture>"
    • "$lightwarptexture" "<texture>"
    • "$phongalbedotint" "<?>"
    • "$phongboost" "<integer>"
    • "$phongexponent" "<byte>"
    • "$phongexponenttexture" "<texture>"
    • "$phongfresnelranges" "<matrix>"
    • "$phongwarptexture" "<texture>"
"Water"
  • "$abovewater" "<bool>"
  • "$bottommaterial" "<material>"
  • "$bumpmap" "<texture>"
  • "$normalmap" "<texture>"
  • "$dudvframe" "<integer>"
  • "$bumpframe" "<integer>"
  • "$fogcolor" "<matrix>"
  • "$fogenable" "<bool>"
  • "$fogend" "<float>"
  • "$fogstart" "<float>"
  • "$envmap" "<texture>"
  • "$forcecheap" "<bool>"
  • "$forceexpensive" "<bool>"
  • "$reflectamount" "<float>"
  • "$reflectentities" "<bool>"
  • "$reflecttexture" "<texture>"
  • "$reflecttint" "<matrix>"
  • "$refractamount" "<float>"
  • "$refracttexture" "<texture>"
  • "$refracttint" "<matrix>"
 Post #14
 5th September 2009 Last edited by Terrenteller; 23rd April 2010 at 04:57AM.. (Editing)
GMOD Moderator
Terrenteller's Avatar
January 2007
4,940 Posts
XIII. Index
---

AI
Displacement
Entity
Faceposer
File Types
Hammer
Light
Material & Texture Information
Particle
Sound
 Post #15
 5th September 2009 Last edited by Terrenteller; 24th September 2009 at 06:06AM.. (Editing)
GMOD Moderator
Terrenteller's Avatar
January 2007
4,940 Posts
It will all become clear.
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