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Requests / Lo Wang the Shadow Warrior
« Last post by Besli on February 11, 2019, 12:46:56 AM »
Hey can someone convert this *.max model into a player model?

It was done by Oliver Boucher (a.k.a. L2theKING).
So credits for texture and model are going all to him.

(Hm, that reminds me on this SW lookalike shotgun
model, have to search that damn thing again…)
Releases / [HL1][TH] v_tnt
« Last post by Besli on January 23, 2019, 09:26:50 AM »
A reskin of the They Hunger v_tnt model.
Work In Progress / Re: [WIP] REV - Mod
« Last post by Heffernan on January 20, 2019, 12:54:30 PM »
got Bored of of Standard Ammo Display Today so i changed it to something else..... but only on Paper aka Sprites, it hasnt been implemented yet so i gotta find a Coder (i did put up a PAYD job offer on Source Modding community)

First Aid

Red Herb

Green Herb

.357 Magnum

Hand Grenades

M202 Flash Rockets

Grenades of Launcher



9mm Bullets
Tools and Utilities / Re: Blender SMD Tools Now with GoldSrc option
« Last post by The303 on January 19, 2019, 04:39:15 PM »
Recently a 2.80 beta release has dropped:

Its identical, but only issues ive had is collections.  Ive updated my tutorial header with some notes on it and later will update screenshots with old and new versions:
Work In Progress / Re: [WIP] REV - Mod
« Last post by Heffernan on January 19, 2019, 03:27:25 PM »
News Update, some new Display Videos of the Themepark and the Final Lab

heres the Immense Themepark in Big just to show up, its hitting all 4 map Edges and i had to convert 2 underground Trains to Models else the engine would go poof with the amount of stuff

meanwhile we had someone Testplay the mod in BETA and noticed a few bugs including a Crash and had a bit of Coding help from Shepard, Solokiller and Jamberoonie/RuMpl from RECB fixing a Crashing Bug and various small things also thx to Admer for help with the Themepark Rollercoaster.

Mappingwise we should be 98% Finished, just finish the Lab9, Fix a broken entity in most maps and were good to go for another Beta Test

Meanwhile i tried to implement something i saw at RECB

but after hours of trying i gave up

(my result as a basic beginner coder lol)

i wish i had someone to polish the Intro more or beautificate/Optimize some maps but this will do till were in new beta

also Zombie Decapacitation is again Far away with no coder, so bear that in mind if u want to apply for some testing.

oh and for the curious i had my mod working on a Video Projector in BIG Screen just for display (

Watch the Videos and enjoy the show of a Great Themepark (just alone the circus tent took about a day to build)

Announcements / Re: Independent Discord Channel
« Last post by Bekey on January 19, 2019, 03:16:34 PM »
Announcements / Re: Independent Discord Channel
« Last post by Bekey on January 19, 2019, 03:16:28 PM »
This won't get old.
Announcements / Re: Independent Discord Channel
« Last post by Bekey on January 19, 2019, 03:16:15 PM »
Hi discord nerds, I apologize for nothing.
Releases / Re: [HL1] Miscellaneous Hack Thread
« Last post by Garompa on January 17, 2019, 04:38:55 PM »
The gibs are a very interesting thing. I've done some gibs myself but I've found a few problems that your models try to solve, although perhaps they are not problems at all, so I'm here to ask a few questions as to clarify what is going on with the HL default gibs, I hope someone can answer!

The default gibs from HL:
- Many gib models are exactly the same (example: mechgibs and metalgibs), is this intended by valve or just their lazyness?

- The question above also means that if we are to make gibs that look different, first we must know what they are used for!! (I'm aiming at sven co-op for this) so, those that look exactly the same is it safe to replace one of them (and which one) with something else? (For example your version of metalgibs has gears, bolts and moving pistons, but what if these gibs are used for exploding barrels? thats why I want to know which gib is used by default for which thing)

- Many default gibs have a few missing or blank bodygroups. I believe this is an error by valve, correct?

- many default gibs have bones and animations that make some gibs (in HLMV, but didn't check ingame) float above the origin point, or directly be under the ground. Does this need fixing, or do gibs work in such a way that this doesnt matter ingame?

Thanks for your attention sirs!
Releases / Re: [HL1] Miscellaneous Hack Thread
« Last post by Megan on January 11, 2019, 08:06:23 PM »
Some new stuff I posted in the past few days.
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