Half-Life
Half-Life
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| Category | PC / Computer |
| Assets | 65 |
| Hits | 592,954 |
| Comments | 11 |
| Tags (15): arrow_right | |
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Alternative Names (7):
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Half Life, Half-Life: Blue Shift, Half-Life: Opposing Force, HL, HL1, Quiver, 半条命 (Chinese)
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[1]
Playable Characters
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[10]
Playable Characters (Half-Life Deathmatch)
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[3]
Non-Playable Characters
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[3]
Non-Playable Characters (High Definition Pack)
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[7]
Enemies & Bosses
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[6]
Enemies & Bosses (High Definition Pack)
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[7]
Enemies & Bosses (Opposing Force)
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[2]
Weapons
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[14]
Weapons (High Definition Pack)
.357 Magnum (HD)
9mm Handgun (HD)
Crossbow (HD)
Crowbar (HD)
Gluon Gun (HD)
Grenade (HD)
Hivehand (HD)
Rocket Launcher (HD)
Satchel Charge (HD)
Shotgun (HD)
SMG (HD)
Snark (HD)
Tau Cannon (HD)
Tripmine (HD)
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[2]
Objects
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[4]
Surfaces
Surfaces (0.52 Alpha-Exclusive)
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Surfaces (Half-Life: Blue Shift)
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Surfaces (Half-Life: Opposing Force)
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Surfaces (Half-Life)
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[2]
Skyboxes
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[2]
Miscellaneous
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[2]
Unused Content
Comments (11)
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Reply to comment by ruskah04 posted Mar 13, 2026 7:39 PM
It's in the "decals.wad" section of my basegame rip.
i've been looking for the "YORE DEAD FREEMAN" graffiti for a while but i cant find it, does anyone know if it's in any of these sheets?
For those who might not know this about the multiplayer model textures:
Goldsrc textures are stored as 256 color bitmap images, with indexed color palettes. The color index of each multiplayer model texture kept certain hues organized to a couple rows. These rows would be hue-shiftable from the options menu when choosing your model.
Most modern image manipulation software (that I'm aware of) lacks robust tools for organizing color palettes when indexing colors. Because of the rather esoteric nature of this feature, it's pretty uncommon (and only increasingly so) for custom player models to take advantage of it. imo I always appreciated what it added to personalizing player models.
Edit: While I'm at it, if I remember correctly the game would hue shift on a player model's texture named "DM_Base".
Goldsrc textures are stored as 256 color bitmap images, with indexed color palettes. The color index of each multiplayer model texture kept certain hues organized to a couple rows. These rows would be hue-shiftable from the options menu when choosing your model.
Most modern image manipulation software (that I'm aware of) lacks robust tools for organizing color palettes when indexing colors. Because of the rather esoteric nature of this feature, it's pretty uncommon (and only increasingly so) for custom player models to take advantage of it. imo I always appreciated what it added to personalizing player models.
Edit: While I'm at it, if I remember correctly the game would hue shift on a player model's texture named "DM_Base".
why do the faces look hd?
Gonna clarify which textures are from the HD (Gearbox) models and which ones are Standard def (Valve) models in the comment sections
God this page is in so much disarray. Models from Opposing Force, HD Models in place of SD Models? Christ.
This page could use some serious clarification on the model sources. Most of these seem to be from the HD pack included with Blue Shift in 2001, but a few were sourced from the original, low poly models from 1998.
Awesome.
I see somebody found GCFScape and Crowbar Decompiler!
A lot is in the works. Hang tight!
are the ground textures being worked on?