GoldSrc uses a bone controller to turn audio waveforms into bone rotations. This is how all the scientists and barneys 'talk'
This article will explain how Pred and I created Dukowski, a multiplayer model for Half-Life.
This is a complete list of all the original models and their animation sequence names.
Part 3 of the modeling series. This tutorial will bring you up to speed on the process of texturing.
This article details the four deathmatch player models that were released with Half-Life. It will give you an idea of polygon limits, how skins are set up, the skeleton, animations and multiplayer bitmap.
Detailed tutorial on the model creation pipeline from blender to GoldSrc
In this article I will address what it will take to create models for Half-Life.
Model-Related Console Commands
Part 1 of a series of tutorials that will teach you how to model for Half-Life, using the program MilkShape 3D.
Making a 3rd Person Model for Half-Life
Want your grunts to have new clothes? Try this.
Sven-Coop Playermodel Color Remap Tutorial
Making a World model for Half-Life
In this tutorial, we will learn how to convert models from the source engine (Half-life 2) to the goldsource engine with minimal quality loss.
The body swap shop.
.qc scripts are simple text files, edited in Notepad, and are needed to compile a model. They tell studiomdl.exe where the mesh, textures and animations are but more importantly sets up parameters that Half-Life will need.
G-max, Things you need to know
A tutorial from start to finish on how to make models for Goldsource (HL1) which provides all of the beginning modelling knowledge needed, even if you have never modelled before.
An Introduction to skeletal Animation
Part 2 of the modeling series. This tutorial covers grouping. You've read the first, now read the next.
Hello, and welcome to the GoldSrc model exporting video tutorial. This tutorial covers exporting models using 3DStudio Max and MilkShape 3D
In this document I'll describe all scripted secuences of all models in the pak0.pak file in the half-life directory.
The fourth and final part of the first series of modeling tutorials. This one wraps up everything that has been learned
These are extra models found in the Half-Life .pak file that were not used in the game.
How To: Prepare for your first model (Point Modeling)
A detailed tutorial covering the features and uses of Jed's HLMV for GoldSrc
This article details the two weapon models that were released with the Software Developer's Kit. It will give you an idea of polygon limits, texture limits, the skeletons and animations.