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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured map:
dm_alpestrine
by
Rimrook
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Pages that link to
func_train
bounding box
Brush Entity
Entity Flag: Not solid/Passable
Entity Programming - Overview
Entity Programming - Save/restore
env_beam
env_laser
env_render
env_sprite
func_guntarget
func_platrot
func_tracktrain
func_water
info_target
Model
monster_furniture
path_track
Reference: Entities, angles, avelocity, and origin
trigger_camera
trigger_changetarget
Tutorial: All about info_nodes
Tutorial: Beam and Sprite Effects
Tutorial: Half-Life Deathmatch mapping
Tutorial: Models and lighting
Tutorial: Non-coding workarounds for your mod
Tutorial: Render Properties
Tutorial: The Osprey
Tutorial: Total Map Optimisation Part 1 (wpoly, epoly)
Tutorial: Total Map Optimisation Part 3 (wpoly, clipnodes, engine limits, compile parameters)
VERC: Angular Velocity and Rotating func_trains
VERC: Elevator No. 2
VERC: Elevator With Moving Buttons
VERC: Magic Cargo Container
VERC: Security Cameras
VERC: The Opposing Force Opening Sequence
VERC: Torching Open A Door (Half-Life)
Vlatitude: Rotating Weapons
Pages that are linked by
func_train
bounding box
Brush Entity
Entity Attribute: Angular velocity
Entity Attribute: Contents
Entity Flag: Not Solid/Passable
env_beam
func_tracktrain
info_null
origin
path_corner
trigger_auto
trigger_changetarget
Tutorial: Elevators using func_train
upload:BOUNDINGBOX
upload:ORIGIN
VERC: Angular Velocity and Rotating func_trains
Vlatitude: Func_train Tutorial