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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured map:
Bridge the Gap 2.0
by
UrbaNebula
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Category: Tutorials > VERC Archive
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Subcategories
Archived Articles
(152)
Audio
(1)
Examples Required
(34)
Images Required
(43)
Mapping
(77)
Modelling
(3)
Programming
(48)
Requires Examples
(1)
Review Required
(1)
Textures
(5)
VERC - art
(2)
VERC - coding
(47)
VERC - Day of Defeat
(5)
VERC - documentation
(4)
VERC - editorial
(5)
VERC - general
(34)
VERC - Half-Life
(103)
VERC - Half-Life - Blue Shift
(1)
VERC - Half-Life - Opposing Force
(3)
VERC - Half-Life 2
(2)
VERC - mapping
(76)
VERC - models
(2)
VERC - SOFTIMAGE XSI EXP
(2)
VERC - sound
(2)
VERC - Spirit of Half-Life
(1)
VERC - sprites
(1)
VERC - textures
(3)
VERC - Tools
(3)
VERC - Worldcraft-Hammer Editor
(3)
Pages in this category
VERC: .MAP to .DXF Conversion
VERC: 'Glowing' Texture Lights
VERC: Accessing the Half-Life Console
VERC: Adding muzzle flashes that also light up world brushes
VERC: Adding new monster factions
VERC: Adding New skill.cfg Entries
VERC: Adding Single-Player Weapons to Half-Life 2
VERC: Adding User Variables to Half-Life
VERC: Advanced r_speeds Control
VERC: Angular Velocity and Rotating func_trains
VERC: Animated buttons in Half-Life
VERC: Another Way To Make Those Cute Lil Houndeyes Not So Cute
VERC: Basic Spawn Protection for Day of Defeat Maps
VERC: Basic Teleporter with Effects
VERC: Basing one monster class off another
VERC: Beheading Zombies
VERC: Better Sprites With Env_Beam
VERC: Big List of Single-Player Mapping Tips
VERC: Blue-Shift setup and mapping guide
VERC: Bump Mapping in Half-Life
VERC: Carving responsibly
VERC: Chairs, Scientists and Barneys
VERC: Coded Fabrics
VERC: Coding Style
VERC: Combining Brushes with a Text Editor
VERC: Common Monster Properties
VERC: Compiling 101
VERC: Concepts: Triggers and Targets
VERC: Controllable Looping
VERC: Controlling Turrets Through Cameras
VERC: Cool Looking Dripping Water
VERC: Creating A Locked Door
VERC: Creating A Retinal Scanner
VERC: Creating a Sniper Rifle in the 2.2 SDK
VERC: Creating A Usable And Destructible Mortar
VERC: Creating a Vampire gamestyle
VERC: Creating New Weapons in the 2.2 SDK
VERC: Creating Skys with Terragen
VERC: Creating Your First Character
VERC: Custom Decals
VERC: Customizable Hud Color
VERC: Detail textures in Half-Life
VERC: DOD gun penetration
VERC: Door With Turning Handle
VERC: Doors With Glass
VERC: Dynamic Lighting
VERC: Dynamically Resizing Models
VERC: Elevator No. 2
VERC: Elevator With Moving Buttons
VERC: Embedding Textures into a Map
VERC: Event System in SDK 2.2
VERC: FatBoy Mode
VERC: From The Frame Up
VERC: Function Overloading
VERC: Gib Item List
VERC: Glass and Transparency
VERC: Glossary of Terms
VERC: Glowing Sprites
VERC: Got Props?
VERC: Half-Life AI, Schedules and Tasks
VERC: Half-Life Cheats
VERC: Half-Life Dimensions
VERC: Half-Life Editing Tips
VERC: Half-Life Rain
VERC: Half-Life Server Protocol
VERC: Half-Life Skys
VERC: Half-Life Teamplay
VERC: Half-Life Unit To Real-Life Unit Conversion
VERC: Half-Life Utilities
VERC: Half-Life's In-Game Visibility Determination
VERC: Hash Tables
VERC: Hiding in Shadow
VERC: Hint Brush Tutorial
VERC: Hitboxes and Code
VERC: Horizonal Bubbles
VERC: How to Align a Model Against the Floor
VERC: How To Create An Airstrike
VERC: How To Enable HLTV In Your Mod
VERC: How To Make A Mod
VERC: How To Make A Pop Machine
VERC: How To Setup A Cvar
VERC: In Depth: Level Transitions
VERC: Invisible Usable Trigger
VERC: Leaks
VERC: Linux Half-Life Mapping
VERC: Looping custom ambient_generic sounds
VERC: Looping Multi_Managers
VERC: Magic Cargo Container
VERC: Making A Player Fly
VERC: Making A Semi-Automatic Handgun
VERC: Making a Territory Control Map
VERC: Making Half-Life Mods - Part 1
VERC: Making Half-Life Mods - Part 2
VERC: MAP File Format Specification
VERC: Mitered Corners: The Undying Myth
VERC: Model Transparency Tutorial
VERC: Monster Health
VERC: Motion Blur Effect
VERC: MP3 playing entity with Steam
VERC: NPC and Item Placement Theory
VERC: Painlessly Drawing TriAPI In Orthogonal Mode
VERC: PAK Files and Directory Folders
VERC: Particle Systems: The Theory
VERC: Pitch Yaw Roll Demystified
VERC: Polygon Reduction Methods
VERC: Poor Man's Shiny Floors
VERC: Preset Light Appearances
VERC: Pretty Effects with Spirit of Half-Life
VERC: Putting Monsters On Paths
VERC: QRAD Textures and the RAD File
VERC: Random Event Generator
VERC: Random Terrain Generation
VERC: Real-Time "TRON 2.0" Glow For Low-Spec Hardware
VERC: Real-Time "TRON 2.0" Glow in Half-Life
VERC: Realistic Steam
VERC: Rendering Properties
VERC: Rotating Lights
VERC: Rotating Objects
VERC: Scripting vs. Entities
VERC: Security Cameras
VERC: Simulating Randomness
VERC: Stand Still, You Sprite! (or: How to Fix Sprites' Axes)
VERC: Static Water Simulation
VERC: Style Guide #1
VERC: Style Guide #2
VERC: Texture Alignment on Curves
VERC: The Advanced Compile Dialogue
VERC: The Art of Ladder Making
VERC: The Bendy Door
VERC: The Hallway
VERC: The Opposing Force Opening Sequence
VERC: The Power of CVARs!
VERC: The Rustmill Effect
VERC: The Think, Touch, and Use functions.
VERC: The X-Ray Effect
VERC: Tips For Faster Compiling
VERC: Top Ten N00b Problems (And Solutions)
VERC: Torching Open A Door (Half-Life)
VERC: Torching Open A Door (OpFor)
VERC: TriAPI based team overlays
VERC: User Input Processing System
VERC: Using Skys in Half-Life
VERC: Using the Clip Tool
VERC: Vectors: An Introduction
VERC: View Roll When Strafing (like DMC)
VERC: View Turrets through Barrel
VERC: Voice API in SDK 2.2
VERC: WC Sphere Making
VERC: Weather Effects In Day of Defeat
VERC: Worldcraft 3.3 Tutorial for beginners
VERC: XSI EXP for Half-Life 2 Tutorial - Camera Control
VERC: Your world in HL2