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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured map:
Riverpool
by
Rimrook
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Category: Archived Articles
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Category: Archived Articles
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Subcategories
RUST Archive
(19)
Tutorials
(231)
Mapping
(145)
Images Required
(59)
Examples Required
(53)
Modding
(2)
Programming
(54)
Textures
(8)
Meta
(1)
VERC Archive
(181)
VERC - Half-Life
(111)
VERC - mapping
(78)
VERC - documentation
(7)
VERC - coding
(51)
VERC - Half-Life 2
(3)
VERC - general
(50)
VERC - textures
(3)
VERC - Day of Defeat
(5)
Requires Examples
(1)
VERC - Half-Life - Blue Shift
(2)
VERC - Tools
(5)
VERC - art
(3)
VERC - SOFTIMAGE XSI EXP
(2)
VERC - models
(2)
Modelling
(7)
VERC - Counter-Strike
(1)
VERC - interview
(3)
VERC - editorial
(12)
VERC - Site
(3)
VERC - FAQ
(1)
VERC - Worldcraft-Hammer Editor
(6)
VERC - sound
(2)
Audio
(1)
Format Specifications
(1)
VERC - Spirit of Half-Life
(1)
VERC - Source
(1)
VERC - sprites
(1)
VERC - Half-Life - Opposing Force
(3)
Vlatitude Archive
(62)
Goldsource Tutorials
(54)
Source Tutorials
(5)
References
(1)
Pages in this category
RUST: Big Block Method of Error Finding
RUST: Chairs, Scientists and Barneys
RUST: Code Locks
RUST: Creating an Overview
RUST: Creating Environment Maps With Terragen
RUST: Creating Proximity Doors
RUST: Customizing the lights.rad File
RUST: How to Make a Sphere in Worldcraft
RUST: How to make respawnable glass
RUST: Making a Custom Console Background
RUST: Making New Buttons for Your MOD
RUST: Sentry continued: adding Sentry-parts box and hud-icon
RUST: Sentry Tutorial
RUST: Simple Doors
RUST: Skies
RUST: Skies (2)
RUST: Taming the Speaker Entity
RUST: The BSP Process and Visibility
RUST: Ways to Prevent Leaks
TWHL Archiving Project
VERC: .MAP to .DXF Conversion
VERC: 'Glowing' Texture Lights
VERC: Accessing the Half-Life Console
VERC: Adding muzzle flashes that also light up world brushes
VERC: Adding new monster factions
VERC: Adding New skill.cfg Entries
VERC: Adding Single-Player Weapons to Half-Life 2
VERC: Adding User Variables to Half-Life
VERC: Advanced r_speeds Control
VERC: Angular Velocity and Rotating func_trains
VERC: Animated buttons in Half-Life
VERC: Another Way To Make Those Cute Lil Houndeyes Not So Cute
VERC: Basic Spawn Protection for Day of Defeat Maps
VERC: Basic Teleporter with Effects
VERC: Basing one monster class off another
VERC: Beheading Zombies
VERC: Better Sprites With Env_Beam
VERC: Big List of Single-Player Mapping Tips
VERC: Blue-Shift setup and mapping guide
VERC: Bump Mapping in Half-Life
VERC: Carving responsibly
VERC: Chairs, Scientists and Barneys
VERC: Coded Fabrics
VERC: Coding Style
VERC: Combining Brushes with a Text Editor
VERC: Common Monster Properties
VERC: Compiling 101
VERC: Concepts: Triggers and Targets
VERC: Controllable Looping
VERC: Controlling Turrets Through Cameras
VERC: Cool Looking Dripping Water
VERC: Creating A Locked Door
VERC: Creating A Retinal Scanner
VERC: Creating a Sniper Rifle in the 2.2 SDK
VERC: Creating A Usable And Destructible Mortar
VERC: Creating a Vampire gamestyle
VERC: Creating New Weapons in the 2.2 SDK
VERC: Creating Skies with Terragen
VERC: Creating Your First Character
VERC: Custom Decals
VERC: Custom Lightstyle Generator v1.0
VERC: Customizable Hud Color
VERC: De_Torn: Interview with Crinity and Madcross
VERC: Design Inspiration
VERC: Detail textures in Half-Life
VERC: Detail vs. Design (part 1)
VERC: Detail vs. Design (part 2)
VERC: DOD gun penetration
VERC: Door With Turning Handle
VERC: Doors With Glass
VERC: Dynamic Lighting
VERC: Dynamically Resizing Models
VERC: Elevator No. 2
VERC: Elevator With Moving Buttons
VERC: Embedding Textures into a Map
VERC: Event System in SDK 2.2
VERC: FatBoy Mode
VERC: From The Frame Up
VERC: Function Overloading
VERC: Generic PHP Text Search Code
VERC: Getting it Right the First Time... Or Not
VERC: Gib Item List
VERC: Glass and Transparency
VERC: Glossary of Terms
VERC: Glowing Sprites
VERC: Got Props?
VERC: Half-Life 2 and Source Mod FAQ
VERC: Half-Life AI, Schedules and Tasks
VERC: Half-Life Cheats
VERC: Half-Life Dimensions
VERC: Half-Life Editing Tips
VERC: Half-Life Rain
VERC: Half-Life Server Protocol
VERC: Half-Life Skys
VERC: Half-Life Teamplay
VERC: Half-Life Unit To Real-Life Unit Conversion
VERC: Half-Life Utilities
VERC: Half-Life: Blue Shift Editing Interview
VERC: Half-Life's Code Basis
VERC: Half-Life's Entity Counts
VERC: Half-Life's In-Game Visibility Determination
VERC: Hammer Beta
VERC: Hash Tables
VERC: Hiding in Shadow
VERC: Hint Brush Tutorial
VERC: Hitboxes and Code
VERC: Horizonal Bubbles
VERC: How to Align a Model Against the Floor
VERC: How To Create An Airstrike
VERC: How To Enable HLTV In Your Mod
VERC: How To Make A Mod
VERC: How To Make A Pop Machine
VERC: How To Setup A Cvar
VERC: How to Write a Proper Tutorial
VERC: Ideals of Design
VERC: In Depth: Level Transitions
VERC: Invisible Usable Trigger
VERC: Leaks
VERC: Linux Half-Life Mapping
VERC: Looping custom ambient_generic sounds
VERC: Looping Multi_Managers
VERC: Magic Cargo Container
VERC: Making A Player Fly
VERC: Making A Semi-Automatic Handgun
VERC: Making a Territory Control Map
VERC: Making Half-Life Mods - Part 1
VERC: Making Half-Life Mods - Part 2
VERC: MAP File Format Specification
VERC: Mapfile Backup Application
VERC: Mapping Humor
VERC: Mitered Corners: The Undying Myth
VERC: Model Transparency Tutorial
VERC: Monster Health
VERC: Motion Blur Effect
VERC: MP3 playing entity with Steam
VERC: NPC and Item Placement Theory
VERC: Painlessly Drawing TriAPI In Orthogonal Mode
VERC: PAK Files and Directory Folders
VERC: Particle Systems: The Theory
VERC: PHP URL Tag Formatting
VERC: Pitch Yaw Roll Demystified
VERC: Polygon Reduction Methods
VERC: Poor Man's Shiny Floors
VERC: Preset Light Appearances
VERC: Pretty Effects with Spirit of Half-Life
VERC: Putting Monsters On Paths
VERC: QRAD Textures and the RAD File
VERC: Random Event Generator
VERC: Random Terrain Generation
VERC: Real-Time "TRON 2.0" Glow For Low-Spec Hardware
VERC: Real-Time "TRON 2.0" Glow in Half-Life
VERC: Real-Time Photorealism
VERC: Realistic Reflections in Real-Time
VERC: Realistic Steam
VERC: Rendering Properties
VERC: Rotating Lights
VERC: Rotating Objects
VERC: Scripting vs. Entities
VERC: Security Cameras
VERC: Simulating Randomness
VERC: Source Machinima
VERC: Stand Still, You Sprite! (or: How to Fix Sprites' Axes)
VERC: Static Water Simulation
VERC: Style Guide #1
VERC: Style Guide #2
VERC: Texture Alignment on Curves
VERC: Texture Antialias "Bug"
VERC: The Advanced Compile Dialogue
VERC: The Art of Ladder Making
VERC: The Bendy Door
VERC: The Hallway
VERC: The History of Half Life: 1996 to 1998
VERC: The Inner Workings of RAD
VERC: The Opposing Force Opening Sequence
VERC: The Power of CVARs!
VERC: The Rustmill Effect
VERC: The Think, Touch, and Use functions.
VERC: The X-Ray Effect
VERC: Tips For Faster Compiling
VERC: Top Ten N00b Problems (And Solutions)
VERC: Torching Open A Door (Half-Life)
VERC: Torching Open A Door (OpFor)
VERC: TriAPI based team overlays
VERC: User Input Processing System
VERC: Using Definition Pop-ups in your Collective Articles
VERC: Using Skys in Half-Life
VERC: Using the Clip Tool
VERC: Valve Half-Life SDK EULA
VERC: Valve Hammer Editor 3.4
VERC: Vectors: An Introduction
VERC: Vertex and Pixel Shaders
VERC: View Roll When Strafing (like DMC)
VERC: View Turrets through Barrel
VERC: Voice API in SDK 2.2
VERC: WC Sphere Making
VERC: Weather Effects In Day of Defeat
VERC: Worldcraft 3.3 Tutorial for beginners
VERC: Writing Collective Articles
VERC: XSI EXP for Half-Life 2 Tutorial - Camera Control
VERC: Your world in HL2
VERC: Zoner's Half-Life Tools - Custom Build 1.7
Vlatitude: Advanced Doors Tutorial
Vlatitude: Advanced Lighting
Vlatitude: Advanced Triggers Tutorial
Vlatitude: Airstrike a la Crossfire
Vlatitude: Alternative rocks and desert technique
Vlatitude: An Introduction to Lighting
Vlatitude: An Introduction to Triggers
Vlatitude: Basic Doors
Vlatitude: Clip Brush Tutorial
Vlatitude: Compiling
Vlatitude: Custom Menu Art for your MOD
Vlatitude: Customising the Health Packs
Vlatitude: Easy Spiral Staircases Using the Arch Tool
Vlatitude: Editing skill.cfg
Vlatitude: Elevator Level Transition
Vlatitude: Env_sprite Tutorial
Vlatitude: Exploiting the Custom Game menu
Vlatitude: Fun with monster_grunt_repel
Vlatitude: Func_train Tutorial
Vlatitude: Gensurf Explained
Vlatitude: Glass Tutorial
Vlatitude: Half-Life Skies
Vlatitude: HL2 - Changes from HL1
Vlatitude: HL2 - Menu Editing
Vlatitude: HL2 - Shutters
Vlatitude: HL2 - Simple lights
Vlatitude: HL2 - Water
Vlatitude: Ladder Tutorial
Vlatitude: Level Design
Vlatitude: Level Transitions
Vlatitude: Making Decals
Vlatitude: Making domination-style maps
Vlatitude: Modeling for Half-Life - Part 1
Vlatitude: Modeling for Half-Life - Part 2
Vlatitude: Modeling for Half-Life - Part 3
Vlatitude: Modeling for Half-Life - Part 4
Vlatitude: Monster_generic and Monster_furniture
Vlatitude: Monstermaker Tutorial
Vlatitude: Multi_manager Tutorial
Vlatitude: Multisource Tutorial
Vlatitude: Onscreen Messages
Vlatitude: Origin Brush
Vlatitude: Osprey Tutorial
Vlatitude: Patrolling Guards
Vlatitude: R_speeds: speed vs. detail
Vlatitude: Rocks and Cliffs
Vlatitude: Rotating Lights
Vlatitude: Rotating Weapons
Vlatitude: Scripted Sentences
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