Cliffs and Caves Update! - The Rimpository v1.05

Half-Life HL
Cliffs and Caves Update! - The Rimpository v1.05 by Rimrook
Posted 2 years ago2022-01-29 00:33:16 UTC • Completed • Half-Life
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Cliffs and Caves Update! - The Rimpository v1.05
Rimrook Rimrook
2 years ago2022-01-29 00:33:16 UTC
2 days ago2024-04-14 22:01:27 UTC
5.00 (3)

Version 1.05! Now has way over 470 prefabs with 48 plant models!

Requires tool textures from zhlt.wad.

Thanks to SassyRoss for their many contributions!
Thanks to VOMIT for their stalagmites!
Thanks to Mad Carrot for their contributions!

The orange null texture in the screenshots is my retexture of the black and blue null texture. I like the extra visibility. It’s the exact same in function, it just looks different on my end. :)

Be sure to keep texture lock on when copying and pasting to preserve the texture alignment.

-Added Cliffs, Caves, Stalagmites/tites, and exteriors sectionals.
-Treelines to match the various tree sets.
-Lots of revision and Optimizations.
-Traffic cones too.
-Fixed a janky pine tree, woo.

-Includes a tropical plant and tree set of 8 models.
-A dozen more prefabs from SassyRoss!
-More minor tweaks and optimizations.

-Added 12 pine forest trees and grass models. Summer and winter variants of trees, regular, flowered, and fern grass types.
-Added to the lighting section a little, also added lighting props to the air vent section. Glowsticks, flashlights, and a tablet device.
-Minor tweaks and optimizations.

-Added 9 cactus plant models.

v1.01 Changelog:
-Added new foliage set "Generic" in normal, autumn, and dead versions.
-Added a few new things to the prefabs, notably a big turbine machine and a big water tank.
-Minor optimizations.

Version 1.00


Commented 2 years ago2022-01-30 06:20:18 UTC Comment #104058
Are they optimized in anyway (Special textures, func_detail, etc)?
Commented 2 years ago2022-01-30 16:54:44 UTC Comment #104061
Yes they are, though most of them are func_detail when they should be func_wall or otherwise. For the most part, the unseen or backsides are nulled.
Commented 2 years ago2022-01-31 01:29:02 UTC Comment #104065
Awesome, as expected from a man as long in the game such as you.
Commented 2 years ago2022-02-05 00:57:34 UTC Comment #104080
These prefabs are awesome! The absolutely unnecessarily detailed MG40 tripod mounted gun is over the top lol. The HEV and Health chargers are really nicely done.
Commented 2 years ago2022-03-26 19:10:32 UTC Comment #104269
Definitely the best vanilla prefab pack I've seen so far. Thanks for sharing!
Commented 1 year ago2022-05-17 18:12:36 UTC Comment #104413
Very useful, thank you!
Commented 1 year ago2023-02-04 02:56:04 UTC Comment #105076
Used a lot very very useful
Commented 3 months ago2023-12-26 01:43:07 UTC Comment #105790
May the Xen Salad Bar™️ live on forever
Commented 3 months ago2023-12-29 02:59:13 UTC Comment #105808
Where can i find "tool textures and tools wad." I didnt find anything when I searched it on twhl
Commented 3 months ago2023-12-31 00:12:19 UTC Comment #105816
Are you mapping again, Rimrook?

Awkook, it's the textures in zhlt.wad, which should be included with your compilers (VHLT or ZHLT)
Commented 3 months ago2023-12-31 00:38:50 UTC Comment #105817
Mapping? No. I’m challenging myself to never run HL and make a ton of objects and models. That way I can have a part in everyone’s map and be appreciated >;)

The goal is to provide a more enjoyable experience mapping with some prefabs and models catered to simplicity using vanilla resources. Any new mapper can easily grab these and make a lab scene or whatever quite quick. Especially the nice HEV suit chamber I made. Still proud of that. Any experienced mapper can do the same. I’d like it to be a must-have with new and old mappers.

If you have requests or contributions, hit me up.
Commented 3 months ago2023-12-31 03:08:10 UTC Comment #105818
Oskar, apparently I had a broken path to my zhlt.wad and thats why i was getting missing textures
Commented 3 months ago2024-01-02 15:54:34 UTC Comment #105830
It'd be pretty cool to use the visgroups to assign attribution e.g. all of sir's prefabs is assigned a visgroup to his name. This is to comply with the "BY" aspect of the CC license.
Commented 3 months ago2024-01-06 18:48:27 UTC Comment #105852
It is really cool of you to do this, Rimrook, I love it ❤️

I'll be sure to take a look once I have a PC again
Commented 1 month ago2024-02-29 11:29:00 UTC Comment #106021
these prefabs will be so useful, thanks!
Commented 2 weeks ago2024-03-28 13:38:50 UTC Comment #106093
I was just thinking about you the other day, hope you're doing well and glad to see you're still making cool stuff!

My goldsource days are likely over but if I ever decide to go back I know where to go for prefabs ^^

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