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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured map:
dm_undergroundlab
by
The Mad Carrot
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Pages that link to
func_wall
button_target
CLIP
cycler
Entity Programming - Overview
env_render
func_detail
func_illusionary
func_wall_toggle
Monsters Programming - Node graph system (part 1)
NULL
Reference: Entities, angles, avelocity, and origin
RUST: Chairs, Scientists and Barneys
Texture
trigger_relay
Tutorial: All about info_nodes
Tutorial: Compiler charts and limits
Tutorial: Diagnosing Problems
Tutorial: Gauss penetration and blast damage
Tutorial: Introduction to Ricochet mapping
Tutorial: Models and lighting
Tutorial: Reducing Clipnodes with zhlt_usemodel Templates
Tutorial: Render Properties
Tutorial: Retina Scanners and Other NPC-Only Locked Doors
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)
VERC: Glass and Transparency
VERC: How To Make A Pop Machine
VERC: Pitch Yaw Roll Demystified
VERC: Polygon Reduction Methods
VERC: Poor Man's Shiny Floors
VERC: Security Cameras
VERC: The X-Ray Effect
Pages that are linked by
func_wall
Brush Entity
CLIP
Compile
env_render
func_conveyor
func_detail
func_illusionary
lightmap
Tutorial: Render Properties
upload:CLIP