Half-Life
Half-Life

Game Info arrow_drop_down favorite | |
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Category | PC / Computer |
Assets | 72 |
Hits | 448,608 |
Comments | 9 |
Tags (13): arrow_right | |
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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[11]
Playable Characters (Half-Life Deathmatch)
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[2]
Non-Playable Characters
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[3]
Non-Playable Characters (High Definition Pack)
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[8]
Enemies & Bosses
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[7]
Enemies & Bosses (High Definition Pack)
Alien Controller

Alien Grunt (HD)

Alien Slave (HD)

Bullsquid (HD)

Headcrab Zombie (HD)

HECU Grunts (HD)

Houndeye (HD)

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[8]
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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[13]
Objects
Doors
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Flags

Health and Armor Chargers

Level Editor

Liquids
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Miscellaneous
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Posters, Pictures, White Boards and Cork Boards

Retinal Scanner

Signs
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Skeleton

Tech
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Walls, Floors and Ceilings
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Xen
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[2]
Skyboxes
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[1]
Unused Content
Comments (9)
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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?
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".