Hello, and welcome to the GoldSrc model exporting video tutorial. This tutorial covers exporting models using 3DStudio Max and MilkShape 3D
Part 2 of the modeling series. This tutorial covers grouping. You've read the first, now read the next.
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.
The body swap shop.
Part 1 of a series of tutorials that will teach you how to model for Half-Life, using the program MilkShape 3D.
Detailed tutorial on the model creation pipeline from blender to GoldSrc
Model-Related Console Commands
This is a complete list of all the original models and their animation sequence names.
In this article I will address what it will take to create models for Half-Life.
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.
The fourth and final part of the first series of modeling tutorials. This one wraps up everything that has been learned
GoldSrc uses a bone controller to turn audio waveforms into bone rotations. This is how all the scientists and barneys 'talk'
G-max, Things you need to know
In this document I'll describe all scripted secuences of all models in the pak0.pak file in the half-life directory.
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.
A detailed tutorial covering the features and uses of Jed's HLMV for GoldSrc
.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.
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.
These are extra models found in the Half-Life .pak file that were not used in the game.
An Introduction to skeletal Animation
This article will explain how Pred and I created Dukowski, a multiplayer model for Half-Life.
Making a World model for Half-Life
How To: Prepare for your first model (Point Modeling)
Sven-Coop Playermodel Color Remap Tutorial
Part 3 of the modeling series. This tutorial will bring you up to speed on the process of texturing.
Want your grunts to have new clothes? Try this.
Making a 3rd Person Model for Half-Life