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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured game:
Half-Life
by
Valve Software
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Category: Goldsource Tutorials
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Category: Goldsource Tutorials
Last edited
8 months ago
2024-03-19 20:36:57 UTC
by
Admer456
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Modding In General
Setting up a Mod for the WON version of the game
Setting up a Mod for the Steam version of the game
Programming
Getting Started
Getting Started with GoldSource programming
Level Design
Getting Started
Introductory Concepts
Introduction to Mapping
- The fundamentals
Compiling Introduced
- The concept of compiling a level, and ways of doing it
In Practice
In the Beginning
- Create a small level with lights, furniture and NPCs
Diagnosing Problems
- How to troubleshoot your map
Changing Levels
- How to set up level changes
The Complete Guide to Lighting
- Everything you need to know to light your map
Subcategories
Tutorials
(238)
Programming
(39)
Mapping
(153)
Beginner Tutorials
(38)
Intermediate Tutorials
(84)
Textures
(13)
Advanced Tutorials
(28)
Modelling
(13)
Audio
(2)
Archived Articles
(54)
Vlatitude Archive
(54)
Examples Required
(13)
Images Required
(8)
Pages in this category
Bot Programming - Getting Started
Entity Programming - Handling Player Input
Entity Programming - Inheritance VS Duplication (Creating Simple Variants of Existing Entities)
Entity Programming - Introduction to Entities with Animated Models
Entity Programming - Overview
Entity Programming - Player Interaction
Entity Programming - Save/restore
Entity Programming - Temporary Entity Effects
Entity Programming - Timer Entity
Entity Programming - Writing New Entities
Explanation: Why brushes can't be concave
Half-Life Programming - Debugging
Half-Life Programming - Getting Started
Monsters Programming - "Core loop", senses and enemy acquisition
Monsters Programming - Classifications and Relationships
Monsters Programming - Node graph system (part 1)
Monsters Programming - Schedules and Tasks
Monsters Programming - Sounds, smells and the system behind them
Monsters Programming - Standard and Squad Monsters
Monsters Programming - Talkative Monsters (part 1)
Monsters Programming - Talkative Monsters (part 2)
Monsters Programming - The Concepts of Half-Life's AI
Programming: Implementing Discord rich-presence into your mod
Tutorial: (Almost) correct detail textures for upscaling WAD textures
Tutorial: Add a new simple weapon (straightforward way)
Tutorial: Adding Atmosphere
Tutorial: Adding Glass to Doors
Tutorial: Adding hack-free Stencil Shadows to Half-Life
Tutorial: Advanced Terrain Creation
Tutorial: Airlock system (that works in multiplayer)
Tutorial: All about info_nodes
Tutorial: ambient_generic
Tutorial: Beam and Sprite Effects
Tutorial: Change hud_fastswitch to behave like Half-Life Source
Tutorial: Changing Hammer's splash screen
Tutorial: Changing Levels
Tutorial: Changing the in-game font size
Tutorial: Choreographing World Happenings with Sequence Events
Tutorial: Client sided dynamic lights (muzzle flash, flashlight...)
Tutorial: Coding Fog
Tutorial: Coding NPCs in GoldSrc
Tutorial: Compiler charts and limits
Tutorial: Compiling Introduced
Tutorial: Counter-Strike mapping
Tutorial: Create a working battery with light
Tutorial: Creating healing pools like in Xen
Tutorial: Creating Overviews
Tutorial: Creating textures with Qlumpy
Tutorial: Custom Skyboxes for Goldsource
Tutorial: Custom Textures
Tutorial: Customising the HUD colour
Tutorial: Dark Outdoor Maps
Tutorial: Dead NPCs for HL1 and CS
Tutorial: Decals: All You Need To Know
Tutorial: Detailed Textures in Half-Life
Tutorial: Detailing Maps
Tutorial: Diagnosing Problems
Tutorial: Dimensions
Tutorial: Doors
Tutorial: Editing Compiled BSPs With newbspguy: The Basics
Tutorial: Editing Half-Life Models
Tutorial: Elevator Doors that move
Tutorial: Elevators using func_train
Tutorial: Environment
Tutorial: Equipping Weapons in CS
Tutorial: Evolving Grass
Tutorial: Fans
Tutorial: Flame Effect
Tutorial: Gauss penetration and blast damage
Tutorial: Glass
Tutorial: Globals
Tutorial: Going beyond 8192 units: Part 1
Tutorial: Going beyond 8192 units: Part 2
Tutorial: Going from J.A.C.K. to TrenchBroom
Tutorial: Grunts and Guns
Tutorial: Half-Life Deathmatch mapping
Tutorial: Half-Life directories
Tutorial: Hallways
Tutorial: Harnessing ELights
Tutorial: Hint Brushes
Tutorial: How to fix those leaks
Tutorial: How to load a map (.bsp file) in-game
Tutorial: How to Make HD 1080p Backgrounds for HL1/Goldsrc Games
Tutorial: Importing Models and Textures
Tutorial: Improved entering and exiting for Observer/Spectator mode
Tutorial: In the Beginning Part 1
Tutorial: In the Beginning Part 2
Tutorial: In the Beginning Part 3
Tutorial: In the Beginning Part 4
Tutorial: In the Beginning Part 5
Tutorial: In the Beginning Part 6
Tutorial: Intro to the Tools of Hammer
Tutorial: Introduction to mapping
Tutorial: Introduction to Ricochet mapping
Tutorial: Keys
Tutorial: Ladders
Tutorial: Land Mine Effect
Tutorial: Laser and Beam Effects
Tutorial: Light
Tutorial: Making Custom Sounds
Tutorial: Making Music Play in Maps
Tutorial: Making Rotating Gears
Tutorial: Making sprites with SpriteMaker
Tutorial: Making textures with WadMaker
Tutorial: Map details and misc
Tutorial: Materials.txt
Tutorial: Modelling for Goldsource with Gmax
Tutorial: Modelling for goldsrc with Blender - Part 1
Tutorial: Models and lighting
Tutorial: Modifying the HUD
Tutorial: More Complex Triggers
Tutorial: Mortar Madness
Tutorial: Multi_manager
Tutorial: Multi_manager Looping Made Easy
Tutorial: Multisource
Tutorial: Non-coding workarounds for your mod
Tutorial: Palette.lmp file (To do - not yet written)
Tutorial: Perfect Timing with Doors
Tutorial: Permanently locked doors
Tutorial: R_Speeds
Tutorial: Rain
Tutorial: Random entity triggering
Tutorial: Re-texturing Models
Tutorial: Realistic Shadows
Tutorial: Recompiling light only
Tutorial: Reducing Clipnodes with zhlt_usemodel Templates
Tutorial: Render Properties
Tutorial: Retina Scanners and Other NPC-Only Locked Doors
Tutorial: Rope, Waterfalls and Dripping Water
Tutorial: Rotating Billboards
Tutorial: Scripted Sentences
Tutorial: Scripted Sequences
Tutorial: Scripting with sequence files
Tutorial: Security Cards
Tutorial: Separate Player and Monster Hivehand damages
Tutorial: Setting up a Mod: Addendum
Tutorial: Setting up a Mod: Part 1 - Custom Game feature
Tutorial: Setting up a Mod: Part 1 - Mod directory and liblist.gam (Steam)
Tutorial: Setting up a Mod: Part 2 - Splash Screens
Tutorial: Setting up a Mod: Part 2 - Splash Screens (Steam)
Tutorial: Setting up a Mod: Part 3 - Game Strings
Tutorial: Setting up a Mod: Part 3 - Game Strings (Steam)
Tutorial: Setting up Crowbar for Half-Life/GoldSrc
Tutorial: Setting up TrenchBroom for GoldSource games
Tutorial: Setup Guide: Counter-Strike
Tutorial: Setup Guide: Hammer
Tutorial: Similar to the effect of gradient transparency
Tutorial: Skewing textures in Hammer
Tutorial: Sound Effects for Textures (materials.txt)
Tutorial: Spiral Staircase
Tutorial: Stairs
Tutorial: Steam mod icon
Tutorial: Tankrockets
Tutorial: Teleporters
Tutorial: Terrain
Tutorial: Tetrahedron Terrain
Tutorial: Texture Application
Tutorial: Texture Lighting
Tutorial: The Complete Guide to Lighting
Tutorial: The Osprey
Tutorial: The packing (and non-packing) of bodygroups and skin groups in GoldSource models
Tutorial: The Shrinking Effect
Tutorial: Tips for Beginner Mappers
Tutorial: Titles.txt
Tutorial: Total Map Optimisation Part 1 (wpoly, epoly)
Tutorial: Total Map Optimisation Part 2 (VIS, Hints)
Tutorial: Total Map Optimisation Part 3 (wpoly, clipnodes, engine limits, compile parameters)
Tutorial: Trees
Tutorial: trigger_camera
Tutorial: trigger_changetarget
Tutorial: Using models for health/HEV chargers in vanilla Half-Life
Tutorial: Using Sprites
Tutorial: Using Texture Fit
Tutorial: Vending Machine
Tutorial: Vertex Manipulation Intro
Tutorial: Vertex Manipulation Part 2
Tutorial: View bobbing: Part 1
Tutorial: View bobbing: Part 2
Tutorial: Vis Groups
Tutorial: Volumetric Lighting
Tutorial: Water
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: Ladder Tutorial
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
Vlatitude: Scripting Tutorial Part 1 - Overview
Vlatitude: Scripting Tutorial Part 2 - A Specific Example
Vlatitude: Scripting Tutorial Part 3
Vlatitude: Scripting Tutorial Part 4 - the Seesaw of Death
Vlatitude: Sky Tutorial
Vlatitude: Slippery Floors
Vlatitude: Sound Tutorial
Vlatitude: Teleporter Tutorial
Vlatitude: Trigger_camera Tutorial
Vlatitude: Two-way Trigger
Vlatitude: Understanding the Clip Tool
Vlatitude: Water Tutorial
Weapons Programming - Custom Ammo Types
Weapons Programming - High-Level Overview
Weapons Programming - Standard Weapons
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