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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured map:
Cenodrome
by
Unq
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trigger_transition
trigger_usetool (Counter-Strike: Deleted Scenes)
Tutorial: (Almost) correct detail textures for upscaling WAD textures
Tutorial: 3D Skyboxes
Tutorial: Add a new simple weapon (straightforward way)
Tutorial: Adding an HL2 Custom Sequence
Tutorial: Adding Atmosphere
Tutorial: Adding effects to Source textures
Tutorial: Adding Glass to Doors
Tutorial: Adding hack-free Stencil Shadows to Half-Life
Tutorial: Advanced Terrain Creation
Tutorial: Airlock system (that works in multiplayer)
Tutorial: All about info_nodes
Tutorial: ambient_generic
Tutorial: Animating Models
Tutorial: Basic Logic_Compares and Game_UIs
Tutorial: Basic Voice Acting
Tutorial: Beam and Sprite Effects
Tutorial: Carving
Tutorial: Change hud_fastswitch to behave like Half-Life Source
Tutorial: Changing Hammer's splash screen
Tutorial: Changing Levels
Tutorial: Changing the in-game font size
Tutorial: Choreographing scripted_sequences with entity triggering using sequence events
Tutorial: Client sided dynamic lights (muzzle flash, flashlight...)
Tutorial: Coding Fog
Tutorial: Coding NPCs in GoldSrc
Tutorial: Combine Dropship
Tutorial: Compiler charts and limits
Tutorial: Compiling Introduced
Tutorial: Counter-Strike mapping
Tutorial: Create a working battery with light
Tutorial: Creating blend textures for Displacements
Tutorial: Creating caves using Displacements
Tutorial: Creating healing pools like in Xen
Tutorial: Creating Overviews
Tutorial: Creating textures with Qlumpy
Tutorial: Custom Skyboxes for Goldsource
Tutorial: Custom Textures
Tutorial: Customising the HUD colour
Tutorial: Dark Outdoor Maps
Tutorial: Dead NPCs for HL1 and CS
Tutorial: Decals: All You Need To Know
Tutorial: Detailed Textures in Half-Life
Tutorial: Detailing map brushes using XSI
Tutorial: Detailing Maps
Tutorial: Diagnosing Problems
Tutorial: Dimensions
Tutorial: Displacements
Tutorial: Doors