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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
Featured mod:
TWHL Tower
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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: Real-Time Photorealism
VERC: Realistic Reflections in Real-Time
VERC: Realistic Steam
VERC: Rendering Properties
VERC: Rotating Lights
VERC: Rotating Objects
VERC: Scripting vs. Entities
VERC: Security Cameras
VERC: Simulating Randomness
VERC: Source Machinima
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: Texture Antialias "Bug"
VERC: The Advanced Compile Dialogue
VERC: The Art of Ladder Making
VERC: The Bendy Door
VERC: The Hallway
VERC: The History of Half Life: 1996 to 1998
VERC: The Inner Workings of RAD
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 Definition Pop-ups in your Collective Articles
VERC: Using Skys in Half-Life
VERC: Using the Clip Tool
VERC: Valve Half-Life SDK EULA
VERC: Valve Hammer Editor 3.4
VERC: Vectors: An Introduction
VERC: Vertex and Pixel Shaders
VERC: View Roll When Strafing (like DMC)
VERC: View Turrets through Barrel
VERC: Voice API in SDK 2.2
VERC: WC Sphere Making