Tutorial: Setting up Crowbar for Half-Life/GoldSrc Last edited 8 months ago2024-01-15 08:10:32 UTC

This short tutorial will show you how to set up Crowbar for GoldSrc engine in general, Half-Life in particular, and optionally for your mod. We will configure it to use Sven Co-op SDK's studiomdl for the compiler as it has fixes and enhancements over the original Half-Life SDK's studiomdl.
  1. First, you need to install Sven Co-op SDK from Steam: steam://install/276160
  2. Then download Crowbar while you wait: https://steamcommunity.com/groups/CrowbarTool
  3. Also download and install Half-Life Asset Manager if you don't already have it. https://github.com/SamVanheer/HalfLifeAssetManager/releases
  4. After all three is done, open up Crowbar.
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  5. Switch to the Set Up Games tab.
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  6. Ignore the top 3/5s of the page right now. Focus on the bottom 2/5.
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  7. Set up Steam executable path to the correct path. The default of C:\Program Files (x86)\Steam\Steam.exe is usually the correct one.
  8. Now set up the steam library macros. Make sure at least there is one macro that points to where you have Half-Life installed, and one that points to where you install Sven Co-op's SDK. For the purpose of this tutorial we'll denote the following placeholders (fill with actual values:
    • <library_HL> - where you have Half-Life installed.
    • <library_SCSDK> - where you have Sven Co-op SDK installed.
  9. Now go back to the top of the page. In the drop down, navigate to Half-Life.
  10. Fill the following entries:
    1. Executable (*.exe): <library_HL>\steamapps\common\Half-Life\hl.exe
    2. LibList.gam: <library_HL>\steamapps\common\Half-Life\valve\liblist.gam
    3. Model compiler: <library_SCSDK>\steamapps\common\Sven Co-op SDK\modelling\studiomdl.exe
    4. Model viewer: <path to HLAM.exe>
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  11. [optional] To setup a copy of the config for a different game/mod, click "Clone", then rename the entry under Name. Then adjust the entries for:
    1. Executable options: Add -game <modname> where <modname> is the name of the folder containing the game/mod
    2. LibList.gam: Pointing to the file of said name inside the folder above
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You are now set up to use Crowbar to decompile/[re]compile models for GoldSrc. Hopefully this tutorial has been useful for you.
Remember to select the correct game setup when compiling:
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2 Comments

Commented 6 months ago2024-03-24 06:32:31 UTC Comment #106084
I wonder does this Method Possibly Work with The default studiomdl from the Half-Life SDK for WON Half-Life? (Even though I have the Seven Co-op studiomdl due to it being in the Half-Life Absolute Zero Development Drive)

I'm currently trying to compile the Early Python - https://combineoverwiki.net/wiki/File:357_beta.jpg RPG - https://combineoverwiki.net/wiki/File:Rpg_view_E3_1998.png and E3 Shotgun - https://combineoverwiki.net/wiki/File:Spas_view_E3_1998.png (Which were in the 2023 HL: Source Repo Leak even though the RPG's Mesh Has been in the SDK - https://web.archive.org/web/20190612095724mp_/https://forum.facepunch.com/games/sqrb/VALVE-CUT-CONTENT-V2-1-Digging-through-Valve-s-trash-since-2003/23/#postnqcrp plus the Worldmodel) and the MP5 that was in the SDK - https://combineoverwiki.net/wiki/File:Sdk_smg_view.png with the 0.52 Alpha Textures (I'm using Overwiki Photos since I can't attach my kwn pictures unless I upload them to an external Hosting Site) but I couldn't get the MP5 and Phython to compile (e.g. the Console outputs "forcedperspective.smd doesn't exist") Even with Crowbar so I'm wondering do i need to put <library2> at the Start of the Options even if I'm compiling for the WON Version?
Commented 5 months ago2024-04-18 15:13:34 UTC Comment #106137
^ Crowbar is only a frontend for whichever studiomdl you choose. The problem you're facing seem to be errors with the .qc file referencing smd files that doesn't exist.

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