Half-Life SDK: Difference between revisions
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| {{td|radius=3px 0 0 0|align=center|font-size=14px|bgcolor=#362624|width=30%| '''[[:Category:GoldSrc Level Design|<span style="color:#E8A59C"> Level Design </span>]]''' }} | | {{td|radius=3px 0 0 0|align=center|font-size=14px|bgcolor=#362624|width=30%| '''[[:Category:GoldSrc Level Design|<span style="color:#E8A59C"> Level Design </span>]]''' }} | ||
{{td|radius=0 3px 0 0|align=center|text = [[Map (level design)| | {{td|radius=0 3px 0 0|align=center|text = [[Map (level design)|Maps]] are the 3D worlds where everything comes together. }} | ||
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| {{td|align=center|font-size=14px|bgcolor=#362624| '''[[:Category:GoldSrc Modeling|<span style="color:#E8A59C"> Modeling </span>]]'''}} | | {{td|align=center|font-size=14px|bgcolor=#362624| '''[[:Category:GoldSrc Modeling|<span style="color:#E8A59C"> Modeling </span>]]'''}} | ||
{{td|align=center| [[Model| | {{td|align=center| [[Model|Models]] are the detailed 3D objects that appear in the game world. }} | ||
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{{tr <!--GoldSrc does NOT have a material system, unlike Source 1 and IdTech 3. Textures are instead called directly. Materials.txt is the equivalent of Source's $SurfaceProp.--> | {{tr <!--GoldSrc does NOT have a material system, unlike Source 1 and IdTech 3. Textures are instead called directly. Materials.txt is the equivalent of Source's $SurfaceProp.--> | ||
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| {{td|align=center|font-size=14px|bgcolor=#362624| '''[[:Category:GoldSrc Textures|<span style="color:#E8A59C"> Textures </span>]]''' }} | | {{td|align=center|font-size=14px|bgcolor=#362624| '''[[:Category:GoldSrc Textures|<span style="color:#E8A59C"> Textures </span>]]''' }} | ||
{{td|align=center| [[Texture| | {{td|align=center| [[Texture|Textures]] are used to add additional 2-dimensional detail to a map or model. }} | ||
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| {{td|align=center|font-size=14px|bgcolor=#362624| '''[[:Category:GoldSrc Sound System|<span style="color:#E8A59C"> Sounds </span>]]''' }} | | {{td|align=center|font-size=14px|bgcolor=#362624| '''[[:Category:GoldSrc Sound System|<span style="color:#E8A59C"> Sounds </span>]]''' }} | ||
{{td|align=center| Quality [[Sound and Music| | {{td|align=center| Quality [[Sound and Music|audio]] adds a fourth dimension to your world. }} | ||
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{{tr <!--Quake 1-style particles are also possible, though rarely used--> | {{tr <!--Quake 1-style particles are also possible, though rarely used--> |
Revision as of 03:30, 10 May 2025
Todo: Add links to applicable
TWHL Wiki pages on various GoldSrc pages, such as entity pages, as that wiki is more up-to-date and verbose for GoldSrc content.

The Half-Life SDK is the set of tools needed to create content for GoldSrc. On 30th August 2013, the Half-Life SDK was finally added to Steam in the 'Tools' section. You can now create and compile Half-Life and other GoldSrc mods for Windows, macOS and Linux as a result of the SteamPipe updates.
Modding | Creating, organizing and releasing your GoldSrc project. |
Level Design | Maps are the 3D worlds where everything comes together. |
Programming | A mod's C++ code defines the way its world and game rules behave. |
Modeling | Models are the detailed 3D objects that appear in the game world. |
Textures | Textures are used to add additional 2-dimensional detail to a map or model. |
Sounds | Quality audio adds a fourth dimension to your world. |
Sprites | Effects like smoke, sparks, blood and fire are created with sprites. |
Tutorials | Step-by-step guides on a variety of topics. |
Technical | In-depth discussion on the GoldSrc Engine's features. |
Glossary | Explanations for terms you may encounter. |
Official Tools | Official tools made by Valve for their games. |
Third-Party Tools | Useful developer tools created by the community. |
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